//#property description Zoom in, or bounce to the beat fn main(uv: vec2) -> vec4 { let factor = 1. - iIntensity * pow(defaultPulse, 2.); let factor = clamp(factor, 0.05, 2.); return textureSample(iInputsTex[0], iSampler, (uv - 0.5) * factor + 0.5); }