1#version 310 es 2 3struct Light 4{ 5 vec3 Position; 6 float Radius; 7 vec4 Color; 8}; 9 10uniform vec4 UBO[12]; 11layout(location = 0) in vec4 aVertex; 12layout(location = 0) out vec4 vColor; 13layout(location = 1) in vec3 aNormal; 14 15void main() 16{ 17 gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex; 18 vColor = vec4(0.0); 19 for (int _96 = 0; _96 < 4; ) 20 { 21 vec3 _68 = aVertex.xyz - Light(UBO[_96 * 2 + 4].xyz, UBO[_96 * 2 + 4].w, UBO[_96 * 2 + 5]).Position; 22 vColor += ((UBO[_96 * 2 + 5] * clamp(1.0 - (length(_68) / Light(UBO[_96 * 2 + 4].xyz, UBO[_96 * 2 + 4].w, UBO[_96 * 2 + 5]).Radius), 0.0, 1.0)) * dot(aNormal, normalize(_68))); 23 _96++; 24 continue; 25 } 26} 27 28