precision highp float;

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

void main() 
{
	vec4 texColor = texture2D(Texture,texCoord).rgba;
	
	

	vec4 resultColor = color * texColor.rgba;
	
	float c = (resultColor.r * 0.3 + resultColor.g * 0.59 + resultColor.b * 0.11);
	
	
	gl_FragColor =  vec4(c,c,c,resultColor.a);
}