 uniform highp mat4 world_transform;
 
 uniform highp float time;
-uniform int view_index;
+uniform highp int view_index;
 
 uniform highp vec2 viewport_size;
 

#define mediump
#define highp
#else
#if defined(USE_HIGHP_PRECISION)
precision highp float;
precision highp int;

uniform float light_normal_bias;
#endif

uniform highp int view_index;

//
// varyings
