varying vec2 TEX0; #if defined(VERTEX) void main() { TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } #elif defined(FRAGMENT) uniform sampler2D Texture; void main() { vec2 winsize = vec2(640.0,480.0); vec2 pixpos = TEX0 * winsize; float y = floor(pixpos.y); if (mod(y,4.0) == 0.0) { vec4 color = texture2D(Texture, TEX0); vec4 blend = vec4(0.8, 0.8, 0.8, 1.0); gl_FragColor = color * blend; } else { gl_FragColor = texture2D(Texture, TEX0); } } #endif