light_mode unshaded; const highp float c = 0.3; const highp float alphaModifier = 0.2; const bool below = true; void fragment() { highp vec4 tex = zTexture(UV); highp float modifier = (UV.y > c ^^ !below) ? 1.0 : alphaModifier; COLOR = vec4(tex.x, tex.y, tex.z, tex.w * modifier); }