varying vec2 texCoord;
//varying vec4 vColor;
uniform sampler2D colorMap;
uniform sampler2D coloring;
uniform float coloringindex;
uniform vec4 glColor;
//uniform int abc;

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

void main (void)
{
//vec2 nutexcoord;
//	nutexcoord=texCoord;
//	nutexcoord.x=1.0-nutexcoord.x;

	vec4 color1=texture2D(colorMap, texCoord);
	//float intensity=(color1.r+color1.g+color1.b)/3.0f;
	////float intensity=color1.r;
    //vec4 color2=texture2D(coloring, vec2(intensity+2.0f/256.0f,coloringindex));
	//gl_FragColor = color2;
	gl_FragColor = color1*glColor;
	//gl_FragColor = texture2D(colorMap, texCoord)*vColor;
	//gl_FragColor = texture2D(colorMap, nutexcoord);
}
