//float _r = rp(uv)*sigma*4.0;\r
//float env = exp( -(_r*_r) / 2.0 ) * alpha;\r
float _r = rp(uv)*8;\r
- float env = 1.0;//exp( -(_r*_r) / (2.0) ) * alpha;\r
+ 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