#version 150 in vec4 vertColor; in float vertTexCoord; uniform float shimmerStrength; out vec4 fragColor; void main() { float strength = shimmerStrength * 0.375; float darkened = step(0.5, fract(vertTexCoord)); fragColor = mix(vertColor, vec4(0.0, 0.0, 0.0, 1.0), strength * darkened); }