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; }