varying vec2 uv;
uniform sampler2D texture;

void main() {
	float a = pow(min(uv.y, 1.0 - uv.y), 0.3);
	vec4 texCol = texture2D(texture,uv);

	gl_FragColor.rgb = gl_Color.rgb * texCol.rgb;
	gl_FragColor.a = a * gl_Color.a * texCol.a;
}
