uniform sampler2D texture;
uniform vec3 color;

void main()
{
	vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
	float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;

	gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
	gl_FragColor.a = pixel.a;
}
