diffuseMapUV=vec2(0.0);// Avoid undefined behaviour if running on hardware predating the concept of dynamically uniform expressions
if(colorMode==2)
alphaPassthrough= gl_Color.a;
alphaPassthrough=useTreeAnim ?1.0:gl_Color.a;
else
// This is uniform, so if it's too low, we might be able to put the position/clip vertex outside the view frustum and skip the fragment shader and rasteriser