VERTEX
//uniform float blur_range;
uniform float uvx, uvy;
void main()
{
		
	gl_TexCoord[0] = gl_MultiTexCoord0 ;
	gl_TexCoord[0].z= gl_TexCoord[0].x * uvx;
	gl_TexCoord[0].w= gl_TexCoord[0].y * uvy;

	gl_Position = ftransform(); 

}
PIXEL
uniform sampler2D tex,tex1,tex2;
uniform vec4 basecolor3;
uniform vec4 MultColor;
uniform float blurrange;
void main()
{
	float l = texture2D(tex1,gl_TexCoord[0].zw).a ;
	vec4 c = 1.0-l + l*basecolor3;
	c = texture2D(tex,gl_TexCoord[0].xy) * texture2D(tex2,gl_TexCoord[0].xy) *c; 
	gl_FragColor  = (1.0-MultColor.a) * c + ((c.r-0.5)*2.0 * MultColor) * MultColor.a;

}
