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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 );
}