#version 110 uniform sampler2D textures[2]; varying vec2 texcoord; void main() { vec2 modifiedCoord = vec2(texcoord.x, (floor(texcoord.y * 512.0) + 0.5)/512.0); gl_FragColor = mix( texture2D(textures[1], modifiedCoord), texture2D(textures[0], modifiedCoord), (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5 ); }