struct C2E2f_Output { 
	float3 color: COLOR;
};



C2E2f_Output main (    float2 oPosition : TEXCOORD0,
	uniform sampler2D decal,	
  uniform samplerCUBE cube,		   
//uniform sampler2D decal3,
//float4 cl : COLOR
//float4 HCOL2 : COLOR0
 uniform float3 alpha
 ) 
{


	C2E2f_Output OUT;


	float4 cl;


cl=tex2D (decal,oPosition);
float4 clx=tex2D (decal,oPosition+float2 (0.003
,0))-cl;
//float4 clx=tex2D (decal,oPosition-float2 (0,0.002))-cl;
//
//cl=tex2D(decal,oPosition+clx*0.003);
if (cl.x>0.5) cl=float4 (1,1,1,1); else cl=float4 (0,0,0
,0);

OUT.color=(1-cl)-clx*0.0;
//OUT.color=tex2D(decal,oPosition);
//(1-cl)-clx*0.5*0;
//OUT.color=cl;

//OUT.color=Normal.xyzz;
//OUT.color=1-cl;





return OUT;




}









































/* 


  FRAGMENT ENV MAP 



  struct C2E2f_Output { 
	float4 color: COLOR;
};


C2E2f_Output main (    float2 oPosition : TEXCOORD0,
    float2 oPosition2 : TEXCOORD1,
	uniform sampler2D decal,			   
	uniform sampler2D decal2					   
				   ) 
{



	C2E2f_Output OUT;

//float fc=1;
//fc=position.x;
	//float2 norm;
	//norm.x=oNormal.x;
	//norm.y=oNormal.y;

OUT.color=tex2D (decal2,oPosition);

float dx=ddx(OUT.color.x);
float dy=ddx(OUT.color.x);

oPosition2.x+=dx*1;
oPosition2.y+=dy*1;


  OUT.color=tex2D (decal,oPosition2);




  
  
  //OUT.color.y=0;
//OUT.color.z=0;
//  OUT.color-=tex2D (decal,oPosition2);


	return OUT;




}
*/