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++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
++
++ VARYING vec3 ray_direction_model; // The direction from camera eye to vertex in model space
++
++ //! [main]
++ void MAIN()
++ {
++ POSITION = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0);
++ ray_direction_model = VERTEX - (inverse(MODEL_MATRIX) * vec4(CAMERA_POSITION, 1.0)).xyz;
++ }
++ //! [main]