11520 Custom Projection GLSL DAT ignores camera index

Windows 11520:

[code]vec4 UserWorldToProj(vec4 worldSpaceVertPosition, int cameraIndex) {

vec4 wp = worldSpaceVertPosition;

wp.x += 2.*float(cameraIndex);
// wp.x += 10.*TDCameraIndex();

return uTDMats[cameraIndex].camProj * wp;

}[/code]

I have a render1 with the same camera specified twice: cam1 cam1. The render selects turn out different because of this line

wp.x += 2.*float(cameraIndex);

However, if I use light comps as cameras on the render top, the render selects turn out the same, as if cameraIndex is always 0. So the bug is that I expect cameraIndex to vary even if the cameras are “lights”.
CustomProjectionGLSL_DAT_bug.2.toe (5.83 KB)