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; }