<?xml version="1.0" encoding="UTF-8"?>
<!--
    Scanline 4x Shader
	Copyright (C) 2011 hunterk

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.

This shader works best at scale 4x or else the pixels don't match up correctly.
    -->
<shader language="GLSL">
  <vertex><![CDATA[
    void main(void) {
      gl_Position = ftransform();
      gl_TexCoord[0] = gl_MultiTexCoord0;
    }
  ]]></vertex>

  <fragment><![CDATA[
    uniform sampler2D rubyTexture;

    void main(void) {   
      vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy);
      vec4 intens ;
	  if (fract(gl_FragCoord.y * 0.25) > 0.5)
		intens = vec4(0);
		else
		intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0));
		float level = (4.0-gl_TexCoord[0].z) * 0.19;
      gl_FragColor = intens * (0.5-level) + rgb * 1.1 ;
    }
  ]]></fragment>
</shader>
