Revision control

++ #version 440
++
++ layout(location = 0) out vec4 fragOutput;
++
++ layout(location = 0) in vec2 uv_coord;
++ #if QSHADER_VIEW_COUNT >= 2
++ layout(location = 1) flat in uint v_viewIndex;
++ #endif
++
++ #if QSHADER_VIEW_COUNT >= 2
++ layout(binding = 0) uniform sampler2DArray tex;
++ #else
++ layout(binding = 0) uniform sampler2D tex;
++ #endif
++
++ void main()
++ {
++ #if QSHADER_HLSL || QSHADER_MSL
++ vec2 uv = vec2(uv_coord.x, 1.0 - uv_coord.y);
++ #if QSHADER_VIEW_COUNT >= 2
++ fragOutput = texture(tex, vec3(uv, v_viewIndex));
++ #else
++ fragOutput = texture(tex, uv);
++ #endif
++ #else
++ #if QSHADER_VIEW_COUNT >= 2
++ fragOutput = texture(tex, vec3(uv_coord, v_viewIndex));
++ #else
++ fragOutput = texture(tex, uv_coord);
++ #endif
++ #endif
++ }