pºu  #ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec4 _ProjectionParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixInvV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform mediump vec4 _WavingTint; uniform vec4 _WaveAndDistance; uniform vec4 _CameraPosition; uniform vec3 _CameraRight; uniform vec3 _CameraUp; in highp vec4 in_POSITION0; in highp vec4 in_TANGENT0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; in mediump vec4 in_COLOR0; out mediump vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; mediump vec3 u_xlat16_4; float u_xlat5; float u_xlat15; void main() { u_xlat0.xyz = in_POSITION0.xyz + (-_CameraPosition.xyz); u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlatb0 = _WaveAndDistance.w