i have a texture,
and i'd like to apply a colored tint to it;
i'd like the percentage of this tint to be a controllable parameter.
now, it makes sense that if i multiply the RGB values of a pixel in my texture by my tint-color's fractional RGB values (i.e. devide values between 0 and 255 by 255), then i get the color i want; but i wanna get less of that color than %100;
if i were doing this in jitter, i would place another plane in front of my video plane for instance, and give it an alpha transparence; i'm wondering how i can get the same effect by calculating the RGB values of each pixel "by hand", as i have to do in the fragment shader of my program.
i tried to find a formula online but i don't think i've found the best color resources on the web yet...