uniform sampler2D texture2; vec4 Process(vec4 color) { vec4 brightpix = desaturate(texture2D(texture2, gl_TexCoord[0].st)); vec4 texel = getTexel(gl_TexCoord[0].st); return vec4(texel.rgb * min (color.rgb + brightpix.rgb, 1.0), texel.a*color.a); }