SPIRV-Cross/reference/shaders/flatten/dynamic.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;
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void main()
{
gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex;
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vColor = vec4(0.0);
for (int i = 0; i < 4; i++)
{
vec3 L = aVertex.xyz - UBO[i * 2 + 4].xyz;
vColor += ((UBO[i * 2 + 5] * clamp(1.0 - (length(L) / UBO[i * 2 + 4].w), 0.0, 1.0)) * dot(aNormal, normalize(L)));
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}
}