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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;
++
++ layout(location = 0) out vec3 tex_coords;
++
++ // 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;
++
++ out gl_PerVertex { vec4 gl_Position; };
++
++ void main()
++ {
++ //mirror texture lookup since we're looking from the inside of the cube
++ tex_coords = attr_pos * vec3(-1, 1, 1);
++
++ #if QSHADER_VIEW_COUNT >= 2
++ vec4 pos = ubuf.viewProjection[gl_ViewIndex] * vec4(attr_pos, 1.0);
++ #else
++ vec4 pos = ubuf.viewProjection * vec4(attr_pos, 1.0);
++ #endif
++ pos.y *= ubuf.skyboxProperties.x;
++ gl_Position = pos.xyww;
++ }