#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))); }