// 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; }