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#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[0], modifiedCoord),
texture2D(textures[1], modifiedCoord),
(sin((texcoord.y * 1024.0 + 1.0)* 3.14159265359) + 1.0) * 0.5
);
}
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