#version 330 core uniform sampler2D diffuseTex; uniform float intensity; in Vertex { vec2 texCoord; } IN; out vec4 fragColour; void main(void) { vec3 diffuse = texture(diffuseTex, IN.texCoord).xyz; fragColour = vec4(diffuse, 1.0) * vec4(1.0, intensity * 0.5 + 0.5, intensity * 0.5 + 0.5, 1.0); }