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path: root/shaders/default.f.glsl
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#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
	);
}