// colInt: Color intensity - set all vector to 1 for normal intensity
uniform vec4 colInt;
uniform sampler2D source;
						 
void main(void)
{
	vec4 final = texture2D(source, gl_TexCoord[0].st);
	float col = (final.r+final.g+final.b)/3.0;

	gl_FragColor = vec4(col*colInt.r,col*colInt.g,col*colInt.b,1.0*colInt.a);
}