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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/SceneEffect.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/SceneEffect.qml')
-rw-r--r--examples/qt3d/deferred-renderer-qml/SceneEffect.qml156
1 files changed, 0 insertions, 156 deletions
diff --git a/examples/qt3d/deferred-renderer-qml/SceneEffect.qml b/examples/qt3d/deferred-renderer-qml/SceneEffect.qml
deleted file mode 100644
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--- a/examples/qt3d/deferred-renderer-qml/SceneEffect.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 {
- id : sceneMaterialEffect
- techniques : [
- // OpenGL 3.1
- Technique {
- graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 1; majorVersion : 3 }
- renderPasses : RenderPass {
- filterKeys : FilterKey { name : "pass"; value : "geometry" }
- shaderProgram : ShaderProgram {
- id : sceneShaderGL3
- vertexShaderCode:
- "#version 140
-
- in vec4 vertexPosition;
- in vec3 vertexNormal;
-
- out vec4 color0;
- out vec3 position0;
- out vec3 normal0;
-
- uniform mat4 mvp;
- uniform mat4 modelView;
- uniform mat3 modelViewNormal;
- uniform vec4 meshColor;
-
- void main()
- {
- color0 = meshColor;
- position0 = vec3(modelView * vertexPosition);
- normal0 = normalize(modelViewNormal * vertexNormal);
- gl_Position = mvp * vertexPosition;
- }
- "
- fragmentShaderCode:
- "#version 140
-
- in vec4 color0;
- in vec3 position0;
- in vec3 normal0;
-
- out vec4 color;
- out vec3 position;
- out vec3 normal;
-
- void main()
- {
- color = color0;
- position = position0;
- normal = normal0;
- }
- "
- }
- }
- },
- // OpenGL 2.0
- Technique {
- graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 0; majorVersion : 2 }
- renderPasses : RenderPass {
- filterKeys : FilterKey { name : "pass"; value : "geometry" }
- shaderProgram : ShaderProgram {
- id : sceneShaderGL2
- vertexShaderCode:
- "#version 110
-
- attribute vec4 vertexPosition;
- attribute vec3 vertexNormal;
-
- varying vec4 color0;
- varying vec3 position0;
- varying vec3 normal0;
-
- uniform mat4 mvp;
- uniform mat4 modelView;
- uniform mat3 modelViewNormal;
- uniform vec4 meshColor;
-
- void main()
- {
- color0 = meshColor;
- position0 = vec3(modelView * vertexPosition);
- normal0 = normalize(modelViewNormal * vertexNormal);
- gl_Position = mvp * vertexPosition;
- }
- "
- fragmentShaderCode:
- "#version 110
-
- varying vec4 color0;
- varying vec3 position0;
- varying vec3 normal0;
-
- void main()
- {
- gl_FragData[0] = color0;
- gl_FragData[1] = vec4(position0, 0);
- gl_FragData[2] = vec4(normal0, 0);
- }
- "
- }
- }
- }
- ]
-}