uniform sampler2D texture;
void main() {
	vec3 tc = texture2D(texture, gl_TexCoord[0].xy).rgb;
	tc.rgb -= 0.5;
	tc.rgb *= 2.0;

	vec4 col = gl_FrontMaterial.diffuse;
	col.rgb = (col.rgb * gl_Color.rgb) + tc.rgb;

	gl_FragColor = col * gl_Color.a;
}