struct C2E2f_Output { 
	float4 color: COLOR;
};


C2E2f_Output main (    float4 oPosition : TEXCOORD1,
                      float2 oUV : TEXCOORD0,
                      float4 HCOL : COLOR, 
                      
	float4 HCOL2 : COLOR1,
                      
                      float3 oLight : TEXCOORD2,
                      float3 oHalf : TEXCOORD4,
                      float3 oNormal : TEXCOORD3,



                    uniform float3 alpha,  
                   uniform sampler2D decal,
				   uniform sampler2D light,
				   uniform sampler2D texture,
				   uniform sampler2D texture2
//uniform float3 lightPosition

                   ) 
{



	C2E2f_Output OUT;


    float4 basetexture=tex2D (texture2,oUV);
   


float4 normals=tex2D (texture,oUV);


float3 normal=((normals.xyz-0.5)*2).xyz;

//float maxx=dot(normal,oLight)+pow (dot(normal,oHalf),20);
float maxx=dot(normal,oLight);
//maxx*=maxx;
//if (dot(normal,oHalf)>0) maxx=1; else maxx=0;
float mx=max (0,dot(normal,oHalf));
mx=pow(mx,15);
mx*=1.5;

//oPosition.w+=0.003*maxx;
//oPosition+=float4 (maxx,0,0,0);


float4 cll1=tex2Dproj (decal,oPosition);
oPosition.xyz*=1;
float4 cll4=tex2Dproj (light,oPosition);


OUT.color=cll4*(maxx*HCOL2*basetexture+HCOL*mx)*(0.5+0.5*cll1);
OUT.color=cll1;
//if (basetexture.x>0.05) OUT.color.w=1;elseOUT.color.w=0;
//OUT.color=HCOL*maxx;

//OUT.color=(maxx*HCOL2*basetexture+HCOL*mx)*(cll1);
//OUT.color=basetexture*cll1;
//OUT.color=(maxx*HCOL2+HCOL*mx)*(0.5+0.5*cll1);
//OUT.color.xyz*=0.3;
//OUT.color.xyz+=0.05;

//OUT.color=HCOL*mx;
//OUT.color=basetexture;

//OUT.color=Allwhite*basetexture*(cll4+(cll1)-cll4*cll1);


//OUT.color=cll1*(1-cll1);


//k+(1-2*k)*a;

//a
//1-a


//OUT.color=HCOL2*basetexture*(cll1);

//float4 blue=float4 (0,0,0.5,1);
//OUT.color=HCOL2*basetexture*cll1*(blue+0*cll4);

//OUT.color=(HCOL2*basetexture);

//OUT.color=(maxx*Allwhite);

//OUT.color=(mx*HCOL2);
//OUT.color=normals;
//OUT.color=HCOL;

	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;




}
*/