#property description Green and blue base pattern
fn main(uv: vec2<f32>) -> vec4<f32> {
let normCoord = (uv - 0.5) * aspectCorrection;
let c = vec4<f32>(0., 0., 0., 1.);
let t = iTime * iFrequency;
let ratio = 5. * pi;
let r = 0.0;
let g = 0.5 * sin((normCoord.x + normCoord.y - t * 0.25) * ratio) + 0.5;
let b = 0.5 * sin((normCoord.x - normCoord.y) * ratio) + 0.5;
let a = 1.0;
let c2 = vec4<f32>(r, g, b, a);
return composite(textureSample(iInputsTex[0], iSampler, uv), c2 * iIntensity);
}