 uniform float light_normal_bias;
 #endif
 
-uniform int view_index;
+uniform highp int view_index;
 
 //
 // varyings

#define mediump
#define highp
#else
precision highp float;
precision highp int;
#endif

uniform highp mat4 world_transform;

uniform highp float time;
uniform highp int view_index;

uniform highp vec2 viewport_size;

