uniform sampler2D texture0;
 
void main()
{
	
	vec4 textureColour = texture2D (texture0, gl_TexCoord[0].xy) ;
	
	gl_FragColor.a = max(textureColour.x, max (textureColour.y, textureColour.z));
	gl_FragColor.xyz = (textureColour.xyz * 0.4) / (gl_FragColor.a + 0.001);

	
}