#include #include using namespace metal; struct Light { packed_float3 Position; float Radius; float4 Color; }; struct UBO { float4x4 uMVP; Light lights[4]; }; struct main0_in { float3 aNormal [[attribute(1)]]; float4 aVertex [[attribute(0)]]; }; struct main0_out { float4 vColor [[user(locn0)]]; float4 gl_Position [[position]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = _21.uMVP * in.aVertex; out.vColor = float4(0.0); for (int _96 = 0; _96 < 4; ) { float3 _68 = in.aVertex.xyz - _21.lights[_96].Position; out.vColor += ((_21.lights[_96].Color * clamp(1.0 - (length(_68) / _21.lights[_96].Radius), 0.0, 1.0)) * dot(in.aNormal, normalize(_68))); _96++; continue; } return out; }