#version 100
precision mediump float;varying vec4 col;varying vec3 nrm,tan,bin;varying vec2 
uv;uniform sampler2D tex0;uniform sampler2D tex1;void main(){vec3 normal;float 
mask = (nrm.z*nrm.z);vec4 col = texture2D(tex0,uv);normal = normalize(tan*col.r+bin
*col.g + nrm*0.05);vec4 envcol = texture2D(tex1,normal.xy * 0.5 + vec2(0.5,0.5) );
envcol *= col.b;envcol += vec4(1,1,1,1)*col.b*0.125;envcol *= mask;gl_FragColor = 
envcol;}