#version 120

// #define cloudsCustom
	#define cloudsRed 185 //[0.0 5.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 55.0 60.0 65.0 70.0 75.0 80.0 85.0 90.0 95.0 100.0 105.0 110.0 115.0 120.0 125.0 130.0 135.0 140.0 145.0 150.0 155.0 160.0 165.0 170.0 175.0 180.0 185.0 190.0 195.0 200.0 205.0 210.0 215.0 220.0 225.0 230.0 235.0 240.0 245.0 250.0 255.0]
	#define cloudsGreen 195 //[0.0 5.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 55.0 60.0 65.0 70.0 75.0 80.0 85.0 90.0 95.0 100.0 105.0 110.0 115.0 120.0 125.0 130.0 135.0 140.0 145.0 150.0 155.0 160.0 165.0 170.0 175.0 180.0 185.0 190.0 195.0 200.0 205.0 210.0 215.0 220.0 225.0 230.0 235.0 240.0 245.0 250.0 255.0]
	#define cloudsBlue 210 //[0.0 5.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 55.0 60.0 65.0 70.0 75.0 80.0 85.0 90.0 95.0 100.0 105.0 110.0 115.0 120.0 125.0 130.0 135.0 140.0 145.0 150.0 155.0 160.0 165.0 170.0 175.0 180.0 185.0 190.0 195.0 200.0 205.0 210.0 215.0 220.0 225.0 230.0 235.0 240.0 245.0 250.0 255.0]
	#define cloudsAlpha 0.75 //[0.00 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00]


uniform sampler2D texture;

varying vec2 texcoord;
varying vec4 glcolor;

void main() {
	vec4 color = texture2D(texture, texcoord) * glcolor;


	#ifdef cloudsCustom
		color *= vec4(cloudsRed / 255, cloudsGreen / 255 , cloudsBlue / 255, cloudsAlpha);
	#endif

/* DRAWBUFFERS:0 */
	gl_FragData[0] = color; //gcolor
}