ºu e#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_WorldToObject[4]; uniform vec4 unity_WorldTransformParams; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 unity_LightmapST; uniform vec4 unity_DynamicLightmapST; uniform bvec4 unity_MetaVertexControl; uniform vec4 _MainTex_ST; in highp vec4 in_POSITION0; in highp vec4 in_TANGENT0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; in highp vec4 in_TEXCOORD1; in highp vec4 in_TEXCOORD2; out highp vec2 vs_TEXCOORD0; highp vec4 vs_TEXCOORD1; highp vec4 vs_TEXCOORD2; highp vec4 vs_TEXCOORD3; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec3 u_xlat2; vec3 u_xlat3; float u_xlat12; bool u_xlatb12; void main() { u_xlatb0 = 0.0