void main (out half4 color : COLOR, float4 uvShadowMap : TEXCOORD0, half diffuse : TEXCOORD1, uniform sampler2D shadowMap : TEX0) { fixed v = tex2Dproj(shadowMap, uvShadowMap).x; color = (v > 0 && v < 1 && diffuse > 0) ? 1 : 0; }