

void main (    float2 oPosition : TEXCOORD0,
	uniform sampler2D decal,			   
 uniform float3 alpha,
out float4 oColor1: COLOR0

 ) 
{


	

	float4 cl;
cl=tex2D(decal,oPosition)*1;


oColor1=float4 (1,oPosition.x,0,1);


}









































/* 


  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;




}
*/