SPIRV-Cross/reference/opt/shaders/flatten/copy.flatten.vert

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#version 310 es
struct Light
{
vec3 Position;
float Radius;
vec4 Color;
};
uniform vec4 UBO[12];
layout(location = 0) in vec4 aVertex;
layout(location = 0) out vec4 vColor;
layout(location = 1) in vec3 aNormal;
void main()
{
gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex;
vColor = vec4(0.0);
for (int _96 = 0; _96 < 4; )
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{
vec3 _68 = aVertex.xyz - Light(UBO[_96 * 2 + 4].xyz, UBO[_96 * 2 + 4].w, UBO[_96 * 2 + 5]).Position;
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)));
_96++;
continue;
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}
}