#version 120
varying vec2 uv;
uniform sampler2D texture;
varying vec3 pos, normal;

void main() {
	vec3 n = normalize(normal);
	vec3 p = vec3(0.0,0.0,-1.0);

	float d = abs(dot(n,p));
	gl_FragColor = texture2D(texture,vec2(uv.x,d * 0.5)) * d;
}
