//Vertex Shader
struct vertex
{
float4 position : POSITION;
float4 color0 : COLOR0;
float2 texcoord0 : TEXCOORD0;
};

struct fragment
{
float4 position : POSITION;
float4 color0 : TEXCOORD1;
float2 texcoord0 : TEXCOORD0;
};

// This binding semantic requires CG_PROFILE_ARBVP1 or higher.
uniform float4x4 modelViewProj : state.matrix.mvp;
//uniform float4x4 ShadowMapmvmatrix;
//uniform float4x4 ShadowMapprojmatrix;
fragment main( vertex IN )
{
fragment OUT;
//float4x4 modelViewProj2=mul(ShadowMapprojmatrix,ShadowMapmvmatrix);
float4 colortmp=mul( modelViewProj, IN.position );
OUT.position = colortmp;

//OUT.color0 = normalize(colortmp);
OUT.color0 = colortmp;
OUT.texcoord0 = IN.texcoord0;

return OUT;
}