uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float time = 1.0;
uniform float speedX = 0.0;
uniform float speedY = -1.9;
uniform float video = 0.0;
uniform float colorR = 1.0;
uniform float colorG = 1.0;


void main()
{

   	vec2 uv = (gl_TexCoord[0].xy);
    float z = texture2D(texture1, gl_TexCoord[0].xyz);
    float near = 1.1;
    float far = 10.0;
    float clipNormZ = (2.0 * near) / (far + near - z * (far - near));
	
	// vec4 color = texture2D(texture0, uv);
	
	
	gl_FragColor = clipNormZ;

}
