#version 310 es struct Light { vec3 Position; float Radius; vec4 Color; }; uniform vec4 UBO[12]; in vec4 aVertex; out vec4 vColor; in vec3 aNormal; void main() { gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex; 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))); } }