vec2 spherize_uv(vec2 uv, vec2 center, float strength, vec2 offset){ vec2 _delta = uv - center; float _delta2 = dot(_delta.xy, _delta.xy); float _delta4 = _delta2 * _delta2; vec2 _delta_offset = vec2(_delta4 * strength); return uv + _delta * _delta_offset + offset; }