void main_fp(float2 texCoord: TEXCOORD0, float2 subTexCoord: TEXCOORD1, out float4 ocolor: COLOR, uniform sampler2D indirectTexture) { float epsilon = 1.0/256.0; ocolor = ( ( (tex2D(indirectTexture,subTexCoord).x - epsilon) != 0.0) && ( (tex2D(indirectTexture,subTexCoord).y + epsilon) != 0.0) ) ? float4(0.3, 0.3, 0.3, 1.0) : float4(1.0, 0.0, 0.0, 1.0); }