uniform sampler2D u_texture;

varying vec2 v_texCoord;
varying vec4 v_fragmentColor;

void main()
{
	vec4 color = texture2D(u_texture, v_texCoord);

  if(color.b > 0)
  {
    color = vec4(0,1,0,1) * color.b * 0.45; //oli 0.5
  }
  else
  {
    color = vec4(0);
  }
  
  gl_FragColor = color;

}
