return [[// extern float strength = 2.0; extern float time = 0.0; vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){ vec2 pSize = 1.0 / love_ScreenSize.xy; float brightness = 1.0; float offsetX = sin(texture_coords.y * 10.0 + time * strength) * pSize.x; float corner = 500.0; if(texture_coords.x < 0.5) { if(texture_coords.y < 0.5) { brightness = min(texture_coords.x * texture_coords.y * corner, 1.0); } else { brightness = min(texture_coords.x * (1.0 - texture_coords.y) * corner, 1.0); } } else { if(texture_coords.y < 0.5) { brightness = min((1.0 - texture_coords.x) * texture_coords.y * corner, 1.0); } else { brightness = min((1.0 - texture_coords.x) * (1.0 - texture_coords.y) * corner, 1.0); } } float red = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y + pSize.y * 0.5)).r; float green = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y - pSize.y * 0.5)).g; float blue = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y)).b; if(fract(gl_FragCoord.y * (0.5*4.0/3.0)) > 0.5) { return vec4(vec3(red, green, blue) * brightness, 1.0); } else { return vec4(vec3(red * 0.75, green * 0.75, blue * 0.75) * brightness, 1.0); } } ]]