const int n_lights = 2; struct LightParams { vec3 direction; vec3 color; }; uniform Lighting { LightParams lights[n_lights]; }; uniform vec3 ambient; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 proj_matrix; #pragma MSP stage(vertex) layout(location=0) in vec4 position; layout(location=1) in vec3 normal; out vec3 eye_light_dir[n_lights]; void main() { for(int i=0; i