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 oEye : TEXCOORD5,
                      float3 oNormal : TEXCOORD3,



                    uniform float3 alpha,  
                    uniform float alpha2,  
                   uniform sampler2D decal,
				   uniform sampler2D light,
                 uniform samplerCUBE cube,
				   uniform sampler2D texture,
                   uniform sampler1D oned,
				   uniform sampler2D texture2
                  //uniform samplerCUBE cube
//                   uniform sampler2D cubes
//uniform float3 lightPosition

                   ) 
{



	C2E2f_Output OUT;
float depth=0;


    float4 basetexture=tex2D (texture2,oUV);
//basetexture=1;
float4 text=tex2D(decal,oUV*9);
OUT.color=basetexture*text*HCOL2;
//FIRE

//OUT.color=basetexture*mx;;
//
//*mx*float4 (1,0.7,0.5,1);

//OUT.color=tex2D(decal,oUV);


//*(1+0.8*tex2Dproj (light,oPosition));
//*float4 (1,0.7,0.4,1);

//OUT.color=tex2Dproj (light,oPosition);

//OUT.color=tex2Dproj (light,oPosition);
//*float4 (1,0.7,0.4,1);
//OUT.color=basetexture;


//basetexture=float4(0,0,0,1)+(basetexture-float4(0,0,0,1))*max (0,min (1,alpha2+pow(tex2D(decal,oUV)+0.4,18)));
//OUT.color=basetexture;
//OUT.color=height*tanEyeVec.x*float4 (10,0,0,1);
//OUT.color=tanEyeVec.xyzz;
//OUT.color=maxx;
//OUT.color=float4 (0.0,0.0,0.0,0)+(HCOL*(OUT.color-float4 (0.0,0.0,0.0,0)));
//OUT.color*=mx;
//OUT.color=texCUBE (cube,oHalf.xyz);
//OUT.color=texCUBE (cube,oHalf.xyz);
//(tex2D (decal,oUV*11))*(cll4+0.5)*(basetexture)*HCOL2;

//OUT.color=(tex2D (decal,oUV*11))*(cll4+0.5)*HCOL2;

//OUT.color=(tex2D (decal,oUV*10))*(cll4+0.5+coll)*(basetexture)*HCOL2;

//OUT.color=*basetexture;
//basetexture*float4 (0.4,0.2,0.2,0.1);



//OUT.color=cll4;


	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;




}
*/