// 
//


//varying vec2 co;
void main(){	


	gl_TexCoord[0]  = gl_MultiTexCoord0; //the arrow
	gl_TexCoord[1]  = gl_MultiTexCoord1; //the flow		
	gl_Position     = ftransform();
	gl_FrontColor   = gl_Color;	
return;
}
/*
	//vec2 flow = (texture2D(texFlow, vecflow)).xy;	  
		  
		   
    //get the rotation
	//float sina = sin((debug));
	//float cosa = cos((debug));
	
	//float angle = atan( sin(-asin(flow.x)), cos(-acos(flow.y)));	
	//float angle = atan( flow.x, 0.4);		
	//float sina = sin((angle));
	//float cosa = cos((angle));
	
	//co = vec2( ( (debug+pi)/tpi),0.0);
	//co = vec2( 0.5,0.0);	

	//DO WITH MAT2
     //mat2 rotX = mat2(cosa,  -sina, sina,   cosa);			     
     //vec2 tt   = mat2(cosa,  -sina, sina,   cosa) * vec2(gl_MultiTexCoord0.x -0.5,  gl_MultiTexCoord0.y -0.5);


	//DO WITH MAT4
	//mat4 rotX = mat4(cosa,  -sina,  0.0, 0.0,
	//			     sina,   cosa,  0.0, 0.0,
	//			      0.0,    0.0,  1.0, 0.0,
	//			      0.0,    0.0,  0.0, 1.0);
    // vec4 t = vec4(gl_MultiTexCoord0.x -0.5, gl_MultiTexCoord0.y -0.5,
    //               gl_MultiTexCoord0.z     , 0.0);
    // vec4 tt	= rotX* (t); 	
	
	
	
	//gl_TexCoord[0].x = tt.x + 0.5;
	//gl_TexCoord[0].y = tt.y + 0.5;

}
*/
