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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 - 1.0/512.0)),
sin((texcoord.y * 512.0 - 0.75) * 3.14159265359) / 2.0 + 0.5
);
}
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