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++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #version 440
++
++ layout(location = 0) in vec3 attr_pos;
++
++ // the layout must match between the skybox and skyboxcube shaders
++ 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) out vec3 eye_direction;
++
++ void main()
++ {
++ gl_Position = vec4(attr_pos, 1.0);
++ #if QSHADER_VIEW_COUNT >= 2
++ vec3 unprojected = (ubuf.inverseProjection[gl_ViewIndex] * gl_Position).xyz;
++ eye_direction = ubuf.viewMatrix[gl_ViewIndex] * unprojected;
++ #else
++ vec3 unprojected = (ubuf.inverseProjection * gl_Position).xyz;
++ eye_direction = ubuf.viewMatrix * unprojected;
++ #endif
++ eye_direction = ubuf.orientation * eye_direction;
++ gl_Position.y *= ubuf.skyboxProperties.x;
++ }