#version 110
#define float4 vec4
#define float3 vec3
#define float2 vec2
#define oUV gl_TexCoord[0]
#define tex3D texture3D
#define tex2D texture2D
#define tex1D texture1D

varying vec4 normal;
varying vec4 normalB;
//varying vec4 position;
varying vec4 projection_position;
varying vec4 ShadowPosZ;
varying vec4 Color;

varying vec4 projection_from_camera;

varying vec2 UVcoordinates;
uniform float ttime;
uniform float PosY2;
uniform float Thettime;
uniform mat4 ProjectionMatrix;
				uniform sampler2D texture2d_1;
				uniform sampler2D texture2d_2;
				//uniform sampler2D texture2d_3;
				uniform sampler2D texture2d_blob;
				uniform sampler2D texture2d_blood;
				uniform samplerCube texture2d_cube;
				/*				uniform sampler3D texture3d_2;
				uniform sampler1D texture_transfer_function;
				uniform sampler1D texture_palette_function;

					
				uniform float3 VolumeSize;
				uniform float3 RelativeSize;
				uniform float3 Registration_Offset;
				uniform float pet_alpha_blending;
				uniform float3 MousePos;
				uniform int Projection_mode;
uniform float3 InVolumePosition;
				uniform float3 Windowing_Levels;

				uniform float isosurface;
uniform float Sharpening;

*/

uniform float BigSea;
uniform float EasyIn;

	uniform float PosY;

varying float depth;
uniform float Light;
uniform float ExtraLight;
varying vec4 VertexPos;

void main (void) 
{



gl_FragData[0]=vec4 (1.0);

//Final_Color=TheNormal.xyzz;

// Back facing culling etc.
///if (!gl_FrontFacing)  {
///	Diffuse.xyz=vec3 (0.8,0.5,0.1);
///	TheNormal.w=1.0;
///}

// cube mapping
//Final_Color=texture (texture2d_cube,normalized_normal.xyz);
//Final_Color=float4 (1.0,0.5,0.5,0.5);


gl_FragData[1]=vec4 (1.0);;



// Depth fragment 
///gl_FragDepth=gl_FragCoord.z+0.02*ftex;
}














