#version 150 uniform sampler2D source[]; in Vertex { vec2 texCoord; }; out vec4 fragColor; void main() { vec4 rgba = texture(source[0], texCoord); vec4 intensity; if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) { intensity = vec4(0); } else { intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba); } fragColor = intensity * -0.25 + rgba * 1.1; }