 	o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
 	o.normal = normalize( mul( _Object2World, float4( v.normal, 0 ) ).xyz );
 	
-	// Eye direction vector
 	float4 worldPos =  mul( _Object2World, v.vertex );
 	o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos );
-
 	o.lightDir = WorldSpaceLightDir( v.vertex );
 
-#ifdef ENABLE_CAST_SHADOWS
 	TRANSFER_VERTEX_TO_FRAGMENT( o );
-#endif
 	return o;
 }
 float4 frag( v2f i ) : COLOR

	
	hue.z = hue.z * sqrt(max(sqrt(at),0.01));
	texcol.rgb = hsv2rgb(hue) * _LightColor0.xyz;
	//return DiffuseLight(i.lightDir, i.normal, texcol, LIGHT_ATTENUATION(i));
	
#ifdef ENABLE_CAST_SHADOWS
	float3 shadowColor = _ShadowColor.rgb * texcol;
	float attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
	texcol.rgb = lerp( shadowColor, texcol.rgb, attenuation );
#endif
	return texcol;
}
ENDCG

// Textures
sampler2D _MainTex;
		
struct v2f
{
	float4 pos    : SV_POSITION;
