#version 330 core
uniform float time_counter;
out vec4 color;
in vec2 texcoord_out;
in vec4 vertex_out;

uniform sampler2D image;

void main() {
	vec4 c;
	c =  texture(image, texcoord_out);
	c.x *= 1 + vertex_out.z/50; 
	c.y *= 1 + vertex_out.z/50; 
	c.z *= 1 + vertex_out.z/50; 
	
	color = c;

	/*color = vec4(1, sin(time_counter*4), 0, 1);*/
}
