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; for (int _96 = 0; _96 < 4; ) { Light _51 = {UBO[_96 * 2 + 4].xyz, UBO[_96 * 2 + 4].w, UBO[_96 * 2 + 5]}; float3 _68 = aVertex.xyz - _51.Position; vColor += ((UBO[_96 * 2 + 5] * clamp(1.0f - (length(_68) / _51.Radius), 0.0f, 1.0f)) * dot(aNormal, normalize(_68))); _96++; continue; } } 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; }