#property description Radiate color from the center based on audio
#property frequency 1
fn main(uv: vec2<f32>) -> vec4<f32> {
let fragColor = textureSample(iInputsTex[0], iSampler, uv);
let c = textureSample(iChannelsTex[1], iSampler, uv);
let c2 = c * (smoothstep(0., 0.2, iIntensity));
return composite(c2, fragColor);
}
#buffershader
fn main(uv: vec2<f32>) -> vec4<f32> {
let fragColor = textureSample(iChannelsTex[1], iSampler, (uv - 0.5) * 0.98 + 0.5);
let fragColor2 = fragColor * (exp((iIntensity - 2.) / 50.));
let fragColor3 = max(fragColor2 - 0.00001, vec4<f32>(0.));
let c = textureSample(iInputsTex[0], iSampler, uv) * pow(defaultPulse, 2.);
return max(fragColor3, c);
}