#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; // NOTE: Add here your custom variables float offset = 0; float frequency = 720/3.0; uniform float time; void main() { /* // Scanlines method 1 float tval = 0; //time vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval)); vec4 color = texture2D(texture0, fragTexCoord); color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0); color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y); color *= vec4(0.8, 1.0, 0.7, 1); color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0); color *= 0.97 + 0.03*sin(110.0*tval); fragColor = color; */ // Scanlines method 2 float globalPos = (fragTexCoord.y + offset) * frequency; float wavePos = cos((fract(globalPos) - 0.5)*3.14); vec4 color = texture2D(texture0, fragTexCoord); gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos); }