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2025-11-05 11:11:22 +03:00

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