17 lines
380 B
GLSL
17 lines
380 B
GLSL
uniform sampler2D top_tex_in;
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uniform sampler2D bottom_tex_in;
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uniform vec2 resolution_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main() {
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float y_pixel = floor(ove_texcoord.y * resolution_in.y);
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if (mod(y_pixel, 2.0) == 0.0) {
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frag_color = texture(top_tex_in, ove_texcoord);
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} else {
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frag_color = texture(bottom_tex_in, ove_texcoord);
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}
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}
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