uniform sampler2D textures[2]; uniform mediump vec2 texsize; varying mediump vec2 texcoord; void main() { mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * texsize.y + 0.25) + 0.5)/texsize.y); mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * texsize.y - 0.25) + 0.5)/texsize.y); gl_FragColor = mix( texture2D(textures[1], modifiedCoord1), texture2D(textures[0], modifiedCoord0), (sin(texcoord.y * texsize.y * 6.283185307) + 1.0) * 0.5 ); }