#version 120

uniform sampler2D texture;

varying vec2 texcoord;
varying vec4 glcolor;

void main() {
	vec4 color = texture2D(texture, texcoord) * glcolor;
	color.a *= 0.5; // 1.0 = fully opaque, 0.0 = invisible; try 0.3–0.7

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