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