#version 330 core
uniform float time_counter;
out vec4 color;
in vec2 texcoord_out;
in vec3 normal_out;
in vec4 vertex_out;
in vec3 view_dir;
in vec3 color_out;

uniform sampler2D image;

void main() {
	vec4 c;
	float spec;
	c =  texture(image, texcoord_out);
	c.x *= 0.5 + 0.5 * color_out.x;
	c.y *= 0.5 + 0.5 * color_out.y;
	c.z *= 0.5 + 0.5 * color_out.z;
	
	color = c;

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