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authorRobert Brock <robert.brock@kdab.com>2016-05-09 11:09:38 +0100
committerSean Harmer <sean.harmer@kdab.com>2016-05-15 13:44:44 +0000
commit2ed452167ef143147137f134639be53bf065112a (patch)
treee7c9d6abad0f5667ebe22fd72212a1d11284c786 /examples/qt3d/deferred-renderer-qml/FinalEffect.qml
parent101408edf1ca81c3d627b7d454090c54dd1edceb (diff)
Moved deferred-renderer-qml example to manual test
Part of an examples cleanup Change-Id: If2fe4646b5a57269516f615b0c6d5097723fdb2e Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d/deferred-renderer-qml/FinalEffect.qml')
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diff --git a/examples/qt3d/deferred-renderer-qml/FinalEffect.qml b/examples/qt3d/deferred-renderer-qml/FinalEffect.qml
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-/****************************************************************************
-**
-** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the Qt3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** BSD License Usage
-** Alternatively, you may use this file under the terms of the BSD license
-** as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of The Qt Company Ltd nor the names of its
-** contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-import Qt3D.Core 2.0
-import Qt3D.Render 2.0
-
-Effect {
- techniques : [
- // OpenGL 3.1
- Technique {
- graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 1; majorVersion : 3 }
- parameters: Parameter { name: "PointLightBlock"; value: ShaderData {
- property ShaderDataArray lights: ShaderDataArray {
- // hard coded lights until we have a way to filter
- // ShaderData in a scene
- values: [sceneEntity.light, sphere1.light, sphere2.light, light3.light, light4.light]
- }
- }
- }
- renderPasses : RenderPass {
- filterKeys : FilterKey { name : "pass"; value : "final" }
- shaderProgram : ShaderProgram {
- id : finalShaderGL3
- vertexShaderCode:
- "#version 140
-
- in vec4 vertexPosition;
- uniform mat4 modelMatrix;
-
- void main()
- {
- gl_Position = modelMatrix * vertexPosition;
- }
- "
- fragmentShaderCode:
- "#version 140
-
- uniform sampler2D color;
- uniform sampler2D position;
- uniform sampler2D normal;
- uniform vec2 winSize;
-
- out vec4 fragColor;
-
- struct PointLight
- {
- vec3 position;
- vec3 direction;
- vec4 color;
- float intensity;
- };
-
- const int lightCount = 5;
- uniform PointLightBlock {
- PointLight lights[lightCount];
- };
-
- void main()
- {
- vec2 texCoord = gl_FragCoord.xy / winSize;
- vec4 col = texture(color, texCoord);
- vec3 pos = texture(position, texCoord).xyz;
- vec3 norm = texture(normal, texCoord).xyz;
-
- vec4 lightColor;
- for (int i = 0; i < lightCount; i++) {
- vec3 s = normalize(lights[i].position - pos);
- lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0));
- }
- lightColor /= float(lightCount);
- fragColor = col;
- }
- "
- }
- }
- },
- // OpenGL 2.0 with FBO extension
- Technique {
- graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.NoProfile; minorVersion : 0; majorVersion : 2 }
- parameters: Parameter { name: "pointLights"; value: ShaderData {
- property ShaderDataArray lights: ShaderDataArray {
- // hard coded lights until we have a way to filter
- // ShaderData in a scene
- values: [sceneEntity.light, sphere1.light, sphere2.light, light3.light, light4.light]
- }
- }
- }
- renderPasses : RenderPass {
- filterKeys : FilterKey { name : "pass"; value : "final" }
- shaderProgram : ShaderProgram {
- id : finalShaderGL2
- vertexShaderCode:
- "#version 110
-
- attribute vec4 vertexPosition;
- uniform mat4 modelMatrix;
-
- void main()
- {
- gl_Position = modelMatrix * vertexPosition;
- }
- "
- fragmentShaderCode:
- "#version 110
-
- uniform sampler2D color;
- uniform sampler2D position;
- uniform sampler2D normal;
- uniform vec2 winSize;
-
- struct PointLight
- {
- vec3 position;
- vec3 direction;
- vec4 color;
- float intensity;
- };
-
- const int lightCount = 5;
- uniform struct
- {
- PointLight lights[lightCount];
- };
-
- void main()
- {
- vec2 texCoord = gl_FragCoord.xy / winSize;
- vec4 col = texture2D(color, texCoord);
- vec3 pos = texture2D(position, texCoord).xyz;
- vec3 norm = texture2D(normal, texCoord).xyz;
-
- vec4 lightColor;
- for (int i = 0; i < lightCount; i++) {
- vec3 s = lights[i].position - pos);
- lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0));
- }
- lightColor /= float(lightCount);
- gl_FragColor = col * lightColor;
- }
- "
- }
- }
- }]
-}