
uniform sampler2D OGL2Texture;

void main()
{   
	vec4 rgb = texture2D(OGL2Texture, gl_TexCoord[0].xy);
	
	vec4 intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz,1.0));
	
	if (fract(gl_FragCoord.y*0.5) > 0.5) intens = rgb * 0.8;
	
	gl_FragColor = intens;
}
