#property description Overlaps a pattern with itself to make it tileable
fn main(uv: vec2<f32>) -> vec4<f32> {
let o1 = vec2<f32>(0.5, 0.5);
let o2 = vec2<f32>(0.5, -0.5);
let o3 = vec2<f32>(-0.5, -0.5);
let o4 = vec2<f32>(-0.5, 0.5);
let i0 = box(uv) * textureSample(iInputsTex[0], iSampler, uv);
let i1 = box(uv + o1) * textureSample(iInputsTex[0], iSampler, uv + o1);
let i2 = box(uv + o2) * textureSample(iInputsTex[0], iSampler, uv + o2);
let i3 = box(uv + o3) * textureSample(iInputsTex[0], iSampler, uv + o3);
let i4 = box(uv + o4) * textureSample(iInputsTex[0], iSampler, uv + o4);
return max(i0, iIntensity * max(i1, max(i2, max(i3, i4))));
}