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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
precision lowp int;
precision lowp float;
vec3 fView = vec3(0.0);
void MAIN()
{
fView = normalize(VIEW_VECTOR);
}
void POST_PROCESS()
{
vec2 skyCoord = fView.xy;
skyCoord.y = -skyCoord.y * 0.5 + 0.5;
skyCoord.x = degrees(atan(fView.x, fView.z)) / 360.0 + 0.5;
vec3 sky = texture(skyboxTexture, skyCoord.xy).rgb;
float horizonmask = (1.0 - abs(fView.y)) * fogAmount;
float mask = mix(horizonmask, 1.0, max(0.0, (fogAmount - 0.5)) * 2.0);
sky = mix(sky, fogColor.rgb, mask);
COLOR_SUM = vec4(sky, 1.0);
}