uniform vec3 mColor;
uniform float mAlpha;

uniform sampler2D mGlyph;

void main (void) 
{
	//vec4 lookupcolor = texture2D(mGlyph, gl_TexCoord[1].xy);

	vec4 finalcolor = vec4(1.0, 1.0, 1.0, 1.0)/* - lookupcolor*/;
	finalcolor.a = /*lookupcolor.a **/ mAlpha * gl_Color.a;
	finalcolor.rgb = finalcolor.rgb * mColor;

	gl_FragColor = finalcolor;
}