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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 = normalize(ubuf.viewMatrix[gl_ViewIndex] * unprojected);
#else
vec3 unprojected = (ubuf.inverseProjection * gl_Position).xyz;
eye_direction = normalize(ubuf.viewMatrix * unprojected);
#endif
eye_direction = normalize(ubuf.orientation * eye_direction);
gl_Position.y *= ubuf.skyboxProperties.x;
}
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