#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); for (int _96 = 0; _96 < 4; ) { vec3 _68 = aVertex.xyz - Light(UBO[_96 * 2 + 4].xyz, UBO[_96 * 2 + 4].w, UBO[_96 * 2 + 5]).Position; vColor += ((UBO[_96 * 2 + 5] * clamp(1.0 - (length(_68) / Light(UBO[_96 * 2 + 4].xyz, UBO[_96 * 2 + 4].w, UBO[_96 * 2 + 5]).Radius), 0.0, 1.0)) * dot(aNormal, normalize(_68))); _96++; continue; } }