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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;
}
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