iOS shader: 'Vector' syntax error (on gles)

Hello, everyone!
I’ve wrote a shader that uses a Vector paramter passed from outside by script. It works perfectly in Editor, but when I’m trying to build it for iOS I get that error:
Shader error in ‘Custom/UI/UI - glow around point’: ‘Vector’ : syntax error syntax error at line 58 (on gles). Suprisingly, I can’t google any info on this - why is this occuring and how to fix it? Would appreciate if anyone could help!

line 58 reads the following:

uniform Vector _PointPosition;

Here’s the full shader code:

Shader "Custom/UI/UI - Glow around point"
{
	Properties
	{
		[PerRendererData]_MainTex("Main texture", 2D) = "white" {}
		_Color("Main color", Color) = (0,0,0,0)
		_GlowColor("Glow color", Color) = (0,0,0,0)
		_GlowDistance("Glow power (distance)", float) = 5
		_GlowSpeed("Glow Speed", float) = 2
		_GlowRadius("Glow attenuation (radius)", float) = 50

		[Space(30)]

		_StencilComp("Stencil Comparison", Float) = 8
		_Stencil("Stencil ID", Float) = 0
		_StencilOp("Stencil Operation", Float) = 0
		_StencilWriteMask("Stencil Write Mask", Float) = 255
		_StencilReadMask("Stencil Read Mask", Float) = 255
		_ColorMask("Color Mask", Float) = 15
	}

		SubShader
	{
			Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType" = "Plane"
		}

			Stencil
		{
			Ref[_Stencil]
			Comp[_StencilComp]
			Pass[_StencilOp]
			ReadMask[_StencilReadMask]
			WriteMask[_StencilWriteMask]
		}

			ColorMask[_ColorMask]
			Cull Off
			ZWrite Off
			ZTest[unity_GUIZTestMode]
			Blend SrcAlpha One

			Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			uniform sampler2D _MainTex;
			
			// Use in a script that knows the position on fake light emitting point Shader.SetGlobalVector("_PointPosition", fakeLightObject.transform.position);
			uniform Vector _PointPosition;

			uniform float4 _MainTex_ST;
			uniform float4 _MainTex_TexelSize;
			uniform float4 _Color;
			uniform float4 _GlowColor;

			uniform float _GlowDistance;
			uniform float _GlowRadius;
			uniform float _GlowSpeed;

			uniform fixed _isGoalHornOn;

			struct appdata
			{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
				float4 color : COLOR;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
				float4 color : COLOR;
			};

			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.color = v.color;
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed4 color = _Color * tex2D(_MainTex, i.uv*_MainTex_ST)*i.color;

				float dist = distance(_PointPosition, i.vertex) / _GlowDistance;

				fixed glowIntensity = (sin(_Time.y*_GlowSpeed) + 1)*0.5;

				color.rgb += lerp(0, smoothstep(_GlowRadius, 0, dist) * (_GlowColor*glowIntensity) / (dist), _isGoalHornOn);

				return color;
			}
			ENDCG
		}
	}
		Fallback "Mobile/VertexLit"
}

Aha, seems there is no reason in trying to use “Vector” datatype instead of float4 hence not much info in google… Even though it works OK on PC and android, it doesn’t build on iOS.