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++ #version 440
++ #extension GL_GOOGLE_include_directive : enable
++
++ #ifndef QSSG_ENABLE_RGBE_LIGHT_PROBE
++ #define QSSG_ENABLE_RGBE_LIGHT_PROBE 0
++ #endif
++
++ #include "../effectlib/tonemapping.glsllib"
++
++ layout(location = 0) out vec4 fragOutput;
++
++ layout(std140, binding = 0) uniform buf {
++ vec4 skyboxProperties;
++ mat3 orientation;
++ #if QSHADER_VIEW_COUNT >= 2
++ mat4 viewProjection[QSHADER_VIEW_COUNT];
++ mat4 inverseProjection[QSHADER_VIEW_COUNT];
++ mat3 viewMatrix[QSHADER_VIEW_COUNT];
++ #else
++ mat4 viewProjection;
++ mat4 inverseProjection;
++ mat3 viewMatrix;
++ #endif
++ } ubuf;
++
++ // skyboxProperties
++ // x: adjustY
++ // y: exposure
++ // z: blurAmount
++ // w: maxMipLevel
++
++ layout(location = 0) in vec3 eye_direction;
++ layout(binding = 1) uniform samplerCube skybox_image;
++
++ void main()
++ {
++ vec3 eye = normalize(eye_direction);
++ float mipLevel = mix(0.0, ubuf.skyboxProperties.w, ubuf.skyboxProperties.z);
++ vec4 color = textureLod(skybox_image, eye, mipLevel);
++ #if QSSG_ENABLE_RGBE_LIGHT_PROBE
++ color = vec4(color.rgb * pow(2.0, color.a * 255.0 - 128.0), 1.0);
++ #endif
++
++ fragOutput = vec4(qt_tonemap(qt_exposure(color.rgb, ubuf.skyboxProperties.y)), 1.0);
++ }