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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+
+Effect {
+ id : sceneMaterialEffect
+ techniques : [
+ // OpenGL 3.1
+ Technique {
+ openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
+ renderPasses : RenderPass {
+ annotations : Annotation { 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 {
+ openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 0; majorVersion : 2 }
+ renderPasses : RenderPass {
+ annotations : Annotation { 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);
+ }
+ "
+ }
+ }
+ }
+ ]
+}