#version 330 core+− +− uniform sampler2D uTexture;+− in vec2 vTextureXY;+− out vec4 fColor;+− +− void main() {+− fColor = texture(uTexture, vTextureXY).rgba;+− +− float lineCount = textureSize(uTexture, 0).y;+− fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount)));+− }+−