varying vec2 texCoord;
//varying vec4 vColor;
uniform sampler2D colorMap;
//uniform int abc;
uniform sampler2D shadeMap;
uniform float repeat;
uniform float ycoo;
/*
void main (void)
{
	gl_FragColor = texture2D(colorMap, texCoord);
}
*/

void main (void)
{
//vec2 nutexcoord;
//	nutexcoord=texCoord;
//	nutexcoord.x=1.0-nutexcoord.x;

	//gl_FragColor = texture2D(colorMap, texCoord);
	//vec2 shadepos=vec2((texture2D(colorMap, texCoord).z*repeat-1.0f/256.0f),(texture2D(colorMap, texCoord).y));//texCoord.y);//0.0f);
	vec2 shadepos=vec2((texture2D(colorMap, texCoord).z*repeat-2.0f/256.0f),ycoo-4.0f/256.0f);//texCoord.y);//0.0f);
	gl_FragColor = texture2D(shadeMap,shadepos);
}
