varying vec4 color; varying vec2 texCoord; uniform sampler2D tex; uniform vec4 myColor; out vec4 fragColor; void main(void) { vec4 c = myColor * color; vec4 rgba = texture2D(tex, texCoord); vec4 intensity; if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) { intensity = vec4(0); } else { intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba); } fragColor = intensity * -0.25 + rgba * 1.1; }