shader language=GLSL vertex~ void main(void) { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } fragment~ filter=linear uniform sampler2D rubyTexture; void main(void) { vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy); vec4 intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0)); if(fract(gl_FragCoord.y * 0.5) > 0.5) intens = rgb * 0.8; gl_FragColor = intens; }