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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;
++
++ #if QSHADER_VIEW_COUNT >= 2
++ layout(location = 0) flat out uint v_viewIndex;
++ #endif
++
++ layout(std140, binding = 0) uniform buf {
++ vec4 aoProperties;
++ vec4 aoProperties2;
++ vec4 aoScreenConst;
++ vec4 uvToEyeConst;
++ vec2 cameraProperties;
++ } ubuf;
++
++ void main()
++ {
++ #if QSHADER_VIEW_COUNT >= 2
++ v_viewIndex = gl_ViewIndex;
++ #endif
++ gl_Position = vec4(attr_pos.xy, 0.5, 1.0 );
++ }