23 lines
517 B
Plaintext
23 lines
517 B
Plaintext
light_mode unshaded;
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uniform highp vec3 color1;
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uniform highp vec3 color2;
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uniform highp float alpha;
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uniform highp float intensity;
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uniform highp float texHeight;
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uniform highp float t;
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const highp float PI = 3.14159265;
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void fragment() {
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highp vec4 base = texture2D(TEXTURE, UV);
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highp float bw = zGrayscale(base.rgb * intensity);
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highp vec4 color = vec4(vec3(color1), alpha);
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if (sin(PI * (UV.y + t) * texHeight) < 0.0)
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{
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color = vec4(vec3(color2), alpha);
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}
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COLOR = vec4(vec3(bw), base.a) * color;
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} |