#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 _82 = 0; _82 < 4; ) { vec3 _54 = aVertex.xyz - UBO[_82 * 2 + 4].xyz; vColor += ((UBO[_82 * 2 + 5] * clamp(1.0 - (length(_54) / UBO[_82 * 2 + 4].w), 0.0, 1.0)) * dot(aNormal, normalize(_54))); _82++; continue; } }