#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

				uniform sampler2D texture2d_1;
varying vec4 Color;

varying vec4 position;


	uniform float PosY;

varying vec2 TheUV;
varying float rnd;


void main (void) 
{


//float4 TheNormal=(nnormal.xyzz+float4 (1.0))*0.5;
//TheNormal.w=shadow;
gl_FragData[0]=vec4 (0.0,0.0,0.0,0.0);
//texture2D (texture2d_1,TheUV);




//col=float4 (0.3,0.5,0.6,1.0)*rnd;
gl_FragData[1]=1.43*3.7*vec4 (0.1,0.11,0.163,1.0)*texture2D (texture2d_1,TheUV).xyzz;

//if (gl_FragData[1].x<0.01) discard;
gl_FragData[1]*=0.3*0.9*Color.x*4.0;
//gl_FragData[1].a*=0.2;
//gl_FragData[1].xyzw=vec4 (1.0);

}














