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++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #version 440
++
++ layout(location = 0) in vec3 attr_pos;
++ layout(location = 1) in vec3 attr_color;
++
++ layout(std140, binding = 0) uniform buf {
++ #if QSHADER_VIEW_COUNT >= 2
++ mat4 viewProjection[QSHADER_VIEW_COUNT];
++ #else
++ mat4 viewProjection;
++ #endif
++ } ubuf;
++
++ layout(location = 0) out vec3 var_color;
++
++ out gl_PerVertex { vec4 gl_Position; float gl_PointSize;};
++
++ void main()
++ {
++ var_color = attr_color;
++ #if QSHADER_VIEW_COUNT >= 2
++ gl_Position = ubuf.viewProjection[gl_ViewIndex] * vec4(attr_pos, 1.0);
++ #else
++ gl_Position = ubuf.viewProjection * vec4(attr_pos, 1.0);
++ #endif
++ gl_PointSize = 4.0;
++ }