#pragma kernel cs_main

Texture2D source_texture;
RWTexture2D<float4> result;

float sin_scaled;

[numthreads(8, 8, 1)]
void cs_main(uint3 id : SV_DispatchThreadID)
{
    float4 color = source_texture[id.xy];
    color.rgb = color.rgb * sin_scaled;
    result[id.xy] = color;
}
