precision highp float;

uniform sampler2D Texture;
uniform bool Hover;
varying vec2 texCoord;
varying vec4 color;

void main() 
{
	vec4 texColor = texture2D(Texture,texCoord).rgba;
	gl_FragColor =  color * texColor.rgba;
	if (Hover)
	{
		gl_FragColor.xyz *= 1.5;
	}
}