#version 100
precision mediump int;
precision mediump float;

uniform sampler2D tex0;
varying vec4 uv0;

void main()                    
{
	vec4 baseColour = texture2D(tex0, uv0.xy);

	gl_FragData[0] = baseColour;

//	gl_FragData[1] = baseColour * vec4(1, 0, 0, 1);

//	float abs = (baseColour.r + baseColour.g + baseColour.b) * 0.333;
//	gl_FragData[2] = vec4(abs, abs, abs, 1);
	
//	float invabs = 1.0 - abs;
//	gl_FragData[3] = vec4(invabs, invabs, invabs, 1);
}
