in vec2 texCoord;

uniform sampler2D colorMap;

uniform vec4 glColor;
uniform float desaturateamount;


void main (void)
{
	vec4 color = texture2D(colorMap, texCoord)*glColor;
	color.r+=0.01*desaturateamount;
	color.g-=0.3*desaturateamount;
	color.b+=0.1*desaturateamount;
	gl_FragColor = color;
}
