Seperate intensity for Glowmaps?

I would probably like to see GlowColor being a multiplier for GlowMap in default shader. Something like
[java]
void main(){
#ifdef HAS_GLOWMAP
#ifdef HAS_GLOWCOLOR
vec4 color = m_GlowColor;
#else
vec4 color = vec4(1.0);
#endif

    #if defined(NEED_TEXCOORD1) 
       gl_FragColor = texture2D(m_GlowMap, texCoord1)*color;
    #else 
       gl_FragColor = texture2D(m_GlowMap, texCoord)*color;
    #endif
#else
    #ifdef HAS_GLOWCOLOR
        gl_FragColor =  m_GlowColor;
    #else
        gl_FragColor = vec4(0.0);
    #endif
#endif

}
[/java]

This way, you could for example have spaceship glow highlights changing color without manipulating glow texture (which would be just grayscale).

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