#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); Light light; for (int i = 0; i < 4; i++) { Light _52 = Light(UBO[i * 2 + 4].xyz, UBO[i * 2 + 4].w, UBO[i * 2 + 5]); light.Position = _52.Position; light.Radius = _52.Radius; light.Color = _52.Color; vec3 L = aVertex.xyz - light.Position; vColor += ((UBO[i * 2 + 5] * clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * dot(aNormal, normalize(L))); } }