#version 110 uniform float amount; uniform sampler2D myTexture; varying vec2 vTexCoord; void main(void) { vec4 textureColor = texture2D(myTexture, vTexCoord); float amount_val = amount * 0.01; vec3 col = textureColor.rgb+((vec3(1.0)-textureColor.rgb-textureColor.rgb)*vec3(amount_val)); gl_FragColor = vec4(col, textureColor.a); }