#version 310 es struct Light { vec3 Position; float Radius; vec4 Color; }; layout(std140) uniform UBO { mat4 uMVP; Light light; }; layout(location = 0) in vec4 aVertex; layout(location = 1) in vec3 aNormal; layout(location = 0) out vec4 vColor; void main() { gl_Position = uMVP * aVertex; vColor = vec4(0.0); vec3 L = aVertex.xyz - light.Position; vColor += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / light.Radius, 0.0, 1.0) * light.Color); }