struct C2E2f_Output { 
	float3 color: COLOR;
};



C2E2f_Output main (    float2 oPosition : TEXCOORD0,
	uniform sampler2D decal,			   
	uniform sampler2D decal2,
uniform sampler2D decal3,
//float4 cl : COLOR
//float4 HCOL2 : COLOR0
 uniform float3 alpha
 ) 
{


	C2E2f_Output OUT;


	float4 cl,cl2;

float ccl1;

float2 th2=tex2D (decal3
           ,oPosition*float2 (1.1,1.1)).xy*0.05;

cl=tex2D (decal2
          ,(oPosition+th2)
*float2 (800.0f/1024.0f,600.0f/1024.0f));


cl2=tex2D (decal
           ,oPosition);



OUT.color=cl2;
//OUT.color=cl*0.2;
//OUT.color=round(OUT.color*60)/60.0f;
/*
OUT.color.z=cl.x/11.9f;
OUT.color.y=cl.y/11.9f;
OUT.color.x=cl.z/11.9f;
*/



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;




}
*/