     float glow = 0.05;
     float c = line(uv.x, 0.25, glow) + line(uv.x, 0.75, glow)
             + line(uv.x, 0.5, glow)
-        	+ line(uv.x, 0.25, glow) + line(uv.x, 1.0, glow)
+        	+ line(uv.x, 0.0, glow) + line(uv.x, 1.0, glow)
         	+ line(uv.y, 0.25, glow) + line(uv.y, 0.75, glow)
         	+ line(uv.y, 0.5, glow)
-        	+ line(uv.y, 0.25, glow) + line(uv.y, 1.0, glow);   
+        	+ line(uv.y, 0.0, glow) + line(uv.y, 1.0, glow);   
     
     return c;
 }

void main(void) {
    vec2 umuv = (gl_FragCoord.xy / resolution.xy - .5) * 2.;
    vec2 uv = umuv;
    float z = (abs(uv.y ) * .8 + 3.);
    
    uv.y *= 3.;
    uv /= z*0.25;
   
    float clampfinite = abs(clamp(umuv.y, -1., 0.)) * pow(z, 1. / 10.);
    
    uv.y += abs(time * 0.1);
    
    float grain = (0.8 + 0.2 * rand(umuv + time));
    vec4 color = vec4(255, 120, 153, 255) / 255.;
    gl_FragColor = (grid(fract(uv))) * grain * color * clampfinite;
}
}

float line(float p, float x, float glow) {
    if (abs(p - x) < 0.025) return 1; 
    return 1. - pow(abs(p - x), glow);
}

