#version 310 es #extension GL_EXT_multiview : require precision mediump float; layout(location = 0) in vec4 vColor; layout(location = 1) in vec2 vTex[4]; layout(binding = 0) uniform sampler2D uTex; layout(location = 0) out vec4 FragColor; void main() { FragColor = vColor * texture(uTex, vTex[gl_ViewIndex]); }