shader_type canvas_item; uniform float screen_height = 270.0; void fragment() { float diff_x = 0.075 * sin((10.0 * UV.y) + (2.0 * TIME)); COLOR = texture(TEXTURE, vec2(UV.x + diff_x, UV.y)); COLOR = mix(COLOR, vec4(0.0), float(int(UV.y * screen_height) % 2)); }