float env = exp( -(_r*_r) / (2.0) ) * alpha;\r
\r
float _x = sin(orientation)*uv[0]-cos(orientation)*uv[1];\r
- float l = 0.5+env*contrast*0.5*cos(frequency*_x + phase);\r
+ float l = 0.5+contrast*0.5*cos(frequency*_x + phase);\r
\r
float4 color = float4(l,l,l,1.0);\r
return color;\r