u  #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 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec3 _TreeBillboardCameraRight; uniform vec4 _TreeBillboardCameraUp; uniform vec4 _TreeBillboardCameraFront; uniform vec4 _TreeBillboardCameraPos; uniform vec4 _TreeBillboardDistances; in highp vec4 in_POSITION0; in highp vec4 in_TEXCOORD0; in highp vec2 in_TEXCOORD1; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; float u_xlat2; float u_xlat4; void main() { u_xlat0.xyz = in_POSITION0.xyz + (-_TreeBillboardCameraPos.xyz); u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlatb0 = _TreeBillboardDistances.x