struct C2E2f_Output { 
	float4 color: COLOR;
};



C2E2f_Output main (    float2 oPosition : TEXCOORD0,
	uniform sampler2D decal,
	uniform sampler2D decal2,
      uniform float alpha2,  
            uniform float alpha3
	//uniform sampler2D decal2,
	//uniform sampler1D oned,
    //uniform float cll
//    float4 cl :COLOR0
 ) 
{


	C2E2f_Output OUT;


//float4 cee=tex2D (decal2,oPosition*0.4)*alpha2*2-alpha2*1;

//oPosition+=cee.xy;
OUT.color=tex2D (decal,round(oPosition*alpha2)/(alpha2));
float4 cee=tex2D (decal2,oPosition);


float a2=tex2D (decal2,oPosition);
OUT.color=tex2D (decal,oPosition);
//OUT.color=tex2D (decal2,oPosition);

//OUT.color*=float4(0.8,1,0.8,1);
//OUT.color=OUT.color.x;
//*float4 (0.25,0.4,1,1)






//OUT.color=pow(tex2D (decal,oPosition)*6,3);

//OUT.color=1-cmm*cmm;
//OUT.color=cmm;
//OUT.color=tex1D (oned,OUT.color.x);
//OUT.color=cmm2*32;
//OUT.color=round(OUT.color*13)/13.0f;
//OUT.color=cmm2*50;
//OUT.color.z=pow(cmm2.x,10)*10000;
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;




}
*/