This was only affecting the shadow pass because it is the only one to use multiview. The `drw_ResourceID_iface.resource_index` was incorrectly set up in the vertex shader to the already shifted index, resulting in double shift which resulted in resource index being 0 in fragment shader. Candidate for backport to 4.5 LTS Pull Request: https://projects.blender.org/blender/blender/pulls/144341