Vertex shaders: On platforms with uniform buffers, use indexing and loop over the lights. #16787
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Instead of duplicating the code for each light.
Strangely, maybe because there's less code to parse, this speeds up ubershader pipeline creation on PowerVR by over 30%. There shouldn't be any performance difference at runtime as the loop is trivial and easy for the driver to unroll if it feels like it.
For now, we only do this in Vulkan and D3D11, but it would be possible to also support in OpenGL, though the uniform management gets tricker (or we need to start using uniform buffers in OpenGL).