#version 110 uniform sampler2D textures[2]; varying vec2 texcoord; void main() { gl_FragColor = mix( texture2D(textures[0], texcoord), texture2D(textures[1], vec2(texcoord.x, texcoord.y - 0.5/1024.0)), (sin((texcoord.y * 1024.0 + 1.0)* 3.14159265359) + 1.0) * 0.5 ); }