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prominence_ps.txt
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prominence_ps.txt

#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;
}

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