uniform sampler2D texture;

const mat4 mTritanopia = mat4( 0.97 ,  0.11 , -0.08 ,  0.0 ,
                               0.02 ,  0.82 ,  0.16 ,  0.0 ,
                              -0.06 ,  0.88 ,  0.18 ,  0.0 ,
                               0.0  ,  0.0  ,  0.0  ,  1.0 );

void main()
{
	vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
	
	gl_FragColor = pixel*mTritanopia;
}
