[VP sky]

void main(void) {

	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

	gl_TexCoord[0] = gl_MultiTexCoord0;
}

[FP sky]

uniform sampler2D Texture;
uniform sampler2D Lines;

void main(void) {

	vec4 color = texture2D(Texture,gl_TexCoord[0].xy);
	vec4 line = texture2D(Lines,gl_TexCoord[0].xy);
//	gl_FragColor = mix(color,line*2,line.a);
//	gl_FragColor = color*(1-line.a);
	gl_FragColor = color;

}