#version 100
uniform sampler2D TEXTURE_0;
uniform vec4 DARKEN;

varying vec4 color;
varying vec2 uv;

void main()
{
	vec4 diffuse = texture2D( TEXTURE_0,  uv );

	if(diffuse.a < 0.5)
	 	discard;

	gl_FragColor = diffuse * color * DARKEN;
}
