 	float3 eyeDir : TEXCOORD4;
 	float3 lightDir : TEXCOORD5;
 };
-#else
-struct v2f
-{
-	float4 pos    : SV_POSITION;
-	float3 normal : TEXCOORD0;
-	float2 uv     : TEXCOORD1;
-	float3 eyeDir : TEXCOORD2;
-	float3 lightDir : TEXCOORD3;
-};
-#endif
 
 float3 rgb2hsv(float3 c)
 {

// Textures
sampler2D _MainTex;
		
#ifdef ENABLE_CAST_SHADOWS
struct v2f
{
	float4 pos    : SV_POSITION;

// Textures
sampler2D _MainTex;
		
struct v2f
{
	float4 pos    : SV_POSITION;
