//#property description Use .rg as .uv without crossfading #property inputCount 2 fn main(uv: vec2) -> vec4 { let map = textureSample(iInputsTex[1], iSampler, uv); let newUV = mix(uv, map.rg, iIntensity * map.a * pow(defaultPulse, 2.)); return textureSample(iInputsTex[0], iSampler, newUV); }