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Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for
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@@ -953,6 +953,10 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
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actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
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actions[VS::SHADER_SPATIAL].renames["VIEW_INDEX"] = "view_index";
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actions[VS::SHADER_SPATIAL].renames["VIEW_MONO_LEFT"] = "0";
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actions[VS::SHADER_SPATIAL].renames["VIEW_RIGHT"] = "1";
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actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
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actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
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actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
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