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#pragma kernel cs_main
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Texture2D source_texture;
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RWTexture2D<float4> result;
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float sin_scaled;
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[numthreads(8, 8, 1)]
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void cs_main(uint3 id : SV_DispatchThreadID)
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{
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float4 color = source_texture[id.xy];
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color.rgb = color.rgb * sin_scaled * 2;
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result[id.xy] = color;
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}
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