uniform sampler2D Texture0;
varying float light_diffuse;
varying float alpha;

void main(void)
{
	vec3 light = vec3(light_diffuse + 0.4, light_diffuse + 0.4, light_diffuse);
	vec4 col = texture2D(Texture0, gl_TexCoord[0].xy);
	gl_FragColor.rgb = col.rgb * light.rgb;
	gl_FragColor.a = alpha;
}