#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; }