/*
 */

uniform sampler2D OGL2Texture;
uniform vec4 OGL2Param;

varying vec2 textureCoords;

void main()
{
	vec4 fragColor = texture2D(OGL2Texture, textureCoords) * (1.00 + (OGL2Param.zzzz / 20.00));
	gl_FragColor = fragColor;
}
