struct VertexOutput {
  float4 position : POSITION;
  float3 color    : COLOR;
  float2 texCoord : TEXCOORD0;
};

struct PixelOutput {
  float4 color : COLOR;
};

uniform sampler2D decal : TEX0;

PixelOutput GreenTint(in VertexOutput IN)
{
  PixelOutput OUT;
  OUT.color = tex2D(decal, IN.texCoord);
  OUT.color.xz *= 0.4;
  if (OUT.color.y < 0.5)
	OUT.color.y = 0.5;
  OUT.color.y *= 1.2;
  OUT.color = saturate(OUT.color) * float4(IN.color, 1.0);
  return OUT;
}

