#version 330
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								in vec2 fragTexCoord;
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								out vec4 fragColor;
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								uniform sampler2D texture0;
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								uniform vec4 fragTintColor;
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								// NOTE: Add here your custom variables
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								void main()
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								{
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								    vec3 color = texture(texture0, fragTexCoord).rgb;
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								    vec3 colors[3];
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								    colors[0] = vec3(0.0, 0.0, 1.0);
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								    colors[1] = vec3(1.0, 1.0, 0.0);
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								    colors[2] = vec3(1.0, 0.0, 0.0);
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								    float lum = (color.r + color.g + color.b)/3.0;
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								    int ix = (lum < 0.5)? 0:1;
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								    vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
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								    fragColor = vec4(tc, 1.0);
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								}
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