uniform sampler2D myTexture1;
uniform sampler2D myTexture2;
uniform sampler2D myTexture3;

varying float angle;

void main (void)
{
	vec4 texval;
	if ( angle > 0.3 )
		gl_FragColor = texture2D(myTexture1, vec2(gl_TexCoord[0]));
	else if ( angle > -0.3 )
		gl_FragColor = texture2D(myTexture2, vec2(gl_TexCoord[0]));
	else
		gl_FragColor = texture2D(myTexture3, vec2(gl_TexCoord[0]));
}