in vec2 texCoord;
//in vec3 vNormal;

uniform sampler2D colorMap;

uniform vec4 glColor;



void main (void)
{
	gl_FragColor = texture2D(colorMap, texCoord)*glColor;

	//if (vNormal.x<-1000.0) ///huh
	//	gl_FragColor *=0.999;
}
