#version 120
const int nLightCount = 2;

//Masks: R = Glow, G = Owner Color, B = Engine Glow
uniform sampler2D diffuse;

varying vec2 uv;

void main() {
	//vec3 color = gl_FrontMaterial.diffuse.rgb;
	vec3 texSamp = texture2D(diffuse, uv.xy).rgb;
	
	float value = max(texSamp.r, max(texSamp.g, texSamp.b));
	
	//Shrink value range
	value = mix(0.5, 1.0, value);
	
	gl_FragColor.rgb = value * vec3(0.1,0.1,1.0);
	gl_FragColor.a = 1.0;
}
