struct Light { float3 Position; float Radius; float4 Color; }; uniform float4 UBO[12]; static float4 gl_Position; static float4 aVertex; static float4 vColor; static float3 aNormal; struct SPIRV_Cross_Input { float4 aVertex : TEXCOORD0; float3 aNormal : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 vColor : TEXCOORD0; float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = mul(aVertex, float4x4(UBO[0], UBO[1], UBO[2], UBO[3])); vColor = 0.0f.xxxx; Light light; for (int i = 0; i < 4; i++) { Light _51 = {UBO[i * 2 + 4].xyz, UBO[i * 2 + 4].w, UBO[i * 2 + 5]}; Light _52 = _51; light.Position = _52.Position; light.Radius = _52.Radius; light.Color = _52.Color; float3 L = aVertex.xyz - light.Position; vColor += ((UBO[i * 2 + 5] * clamp(1.0f - (length(L) / light.Radius), 0.0f, 1.0f)) * dot(aNormal, normalize(L))); } } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { aVertex = stage_input.aVertex; aNormal = stage_input.aNormal; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vColor = vColor; return stage_output; }