uniform sampler2D texSampler;
uniform sampler2D texSampler2;

varying vec3 normal;

vec4 gran;

void main(void)
{
	vec3 TexCoord = vec3(gl_TexCoord[0]);	

	normal = normalize(vec3(2.0*(texture2D(texSampler2, vec2(TexCoord)) - 0.5)) * gl_NormalMatrix);
	gran = texture2D(texSampler2, vec2(gl_TexCoord[1]));	
	gl_FragColor = texture2D(texSampler, vec2(gl_TexCoord[0]) + normal / 5);
}