precision highp float;

uniform vec4 uStripParams;

void main(void)
{

    vec2 c=gl_FragCoord.xy*uStripParams.xy-vec2(1.0,1.0);
    c.x+=0.25*c.y;
    
    float a=c.x<uStripParams.z?0.0:0.9;
    a=c.x<uStripParams.w?a:0.0;
    gl_FragColor=vec4(0.0,0.0,0.0,a);
}
