    float lum = dot(gl_FragData[0].rgb, grey);
    if (isEntity || specialData == 1)
    {
        gl_FragData[0].r = lum;
        gl_FragData[0].gb = lum * (1 - (texture2D(tex7, vec2(gl_FragCoord.x * dx, 1.0 - (gl_FragCoord.y * dy))).r * 0.75));
    }
    else gl_FragData[0].rgb = vec3(lum, lum, lum);