#include #include using namespace metal; struct Light { packed_float3 Position; float Radius; float4 Color; }; struct UBO { float4x4 uMVP; Light light; }; struct main0_out { float4 vColor [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 aVertex [[attribute(0)]]; float3 aNormal [[attribute(1)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _18 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = _18.uMVP * in.aVertex; out.vColor = float4(0.0); float3 L = in.aVertex.xyz - float3(_18.light.Position); out.vColor += ((_18.light.Color * clamp(1.0 - (length(L) / _18.light.Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(L))); return out; }