uniform sampler2D texture0;

void main()
{
	vec4 textureColour = texture2D(texture0, gl_PointCoord.xy);
	//Adds slightly desaturated versions of the colours, so when they add together a lot they desaturate more.
	gl_FragColor = vec4(gl_Color.r+0.05, gl_Color.g+0.05, gl_Color.b+0.05, gl_Color.a * textureColour.x);

}