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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;
- }
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