uniform sampler2D texture;
void main() {
	vec4 tc = texture2D(texture, gl_TexCoord[0].xy);
	tc.rgb -= 0.5;
	tc.rgb *= 2.0;
	tc.a = 0.0;
	//This shader is for the Add base, so we multiply by the vertex's alpha color
	gl_FragColor = (gl_FrontMaterial.diffuse * gl_Color.a) + tc;
}