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Update SwirlUV.gdshaderinc
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vec2 swirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 swirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 _delta = uv - center;
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vec2 _delta = uv - center;
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float _angle = strength * pow(1. - length(_delta), 3);
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float _angle = strength * max(pow(1. - length(_delta), 3), 0);
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mat2 _rotation = mat2(
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mat2 _rotation = mat2(
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vec2(cos(_angle), -sin(_angle)),
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vec2(cos(_angle), -sin(_angle)),
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vec2(sin(_angle), cos(_angle))
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vec2(sin(_angle), cos(_angle))
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