 // Textures
 sampler2D _MainTex;
 		
-#ifdef ENABLE_CAST_SHADOWS
 struct v2f
 {
 	float4 pos    : SV_POSITION;

	float3 eyeDir : TEXCOORD4;
	float3 lightDir : TEXCOORD5;
};
#else
struct v2f
{
	float4 pos    : SV_POSITION;
	float3 normal : TEXCOORD0;
	float2 uv     : TEXCOORD1;
	float3 eyeDir : TEXCOORD2;
	float3 lightDir : TEXCOORD3;
};
#endif

float3 rgb2hsv(float3 c)
{

	float3 eyeDir : TEXCOORD4;
	float3 lightDir : TEXCOORD5;
};

float3 rgb2hsv(float3 c)
{
