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Diffstat (limited to 'tests/manual/shadow-map-qml/AdsEffect.qml')
-rw-r--r-- | tests/manual/shadow-map-qml/AdsEffect.qml | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/tests/manual/shadow-map-qml/AdsEffect.qml b/tests/manual/shadow-map-qml/AdsEffect.qml new file mode 100644 index 000000000..8050ff01c --- /dev/null +++ b/tests/manual/shadow-map-qml/AdsEffect.qml @@ -0,0 +1,129 @@ +// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +import Qt3D.Core 2.0 +import Qt3D.Render 2.0 + +Effect { + id: root + + property Texture2D shadowTexture + property ShadowMapLight light + + // These parameters act as default values for the effect. They take + // priority over any parameters specified in the RenderPasses below + // (none provided in this example). In turn these parameters can be + // overwritten by specifying them in a Material that references this + // effect. + // The priority order is: + // + // Material -> Effect -> Technique -> RenderPass -> GLSL default values + parameters: [ + Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection }, + Parameter { name: "lightPosition"; value: root.light.lightPosition }, + Parameter { name: "lightIntensity"; value: root.light.lightIntensity }, + Parameter { name: "shadowMapTexture"; value: root.shadowTexture } + ] + + techniques: [ + Technique { + graphicsApiFilter { + api: GraphicsApiFilter.OpenGL + profile: GraphicsApiFilter.CoreProfile + majorVersion: 3 + minorVersion: 2 + } + + renderPasses: [ + RenderPass { + filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] + + shaderProgram: ShaderProgram { + vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert") + fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag") + } + + renderStates: [ + PolygonOffset { scaleFactor: 4; depthSteps: 4 }, + DepthTest { depthFunction: DepthTest.Less } + ] + }, + + RenderPass { + filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] + + shaderProgram: ShaderProgram { + vertexShaderCode: loadSource("qrc:/shaders/ads.vert") + fragmentShaderCode: loadSource("qrc:/shaders/ads.frag") + } + + // no special render state set => use the default set of states + } + ] + }, + Technique { + graphicsApiFilter { + api: GraphicsApiFilter.OpenGLES + majorVersion: 3 + minorVersion: 0 + } + + renderPasses: [ + RenderPass { + filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] + + shaderProgram: ShaderProgram { + vertexShaderCode: loadSource("qrc:/shaders/es3/shadowmap.vert") + fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag") + } + + renderStates: [ + PolygonOffset { scaleFactor: 4; depthSteps: 4 }, + DepthTest { depthFunction: DepthTest.Less } + ] + }, + + RenderPass { + filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] + + shaderProgram: ShaderProgram { + vertexShaderCode: loadSource("qrc:/shaders/es3/ads.vert") + fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag") + } + } + ] + }, + Technique { + graphicsApiFilter { + api: GraphicsApiFilter.RHI + majorVersion: 1 + minorVersion: 0 + } + + renderPasses: [ + RenderPass { + filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] + + shaderProgram: ShaderProgram { + vertexShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.vert") + fragmentShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.frag") + } + + renderStates: [ + PolygonOffset { scaleFactor: 4; depthSteps: 4 }, + DepthTest { depthFunction: DepthTest.Less } + ] + }, + + RenderPass { + filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] + + shaderProgram: ShaderProgram { + vertexShaderCode: loadSource("qrc:/shaders/rhi/ads.vert") + fragmentShaderCode: loadSource("qrc:/shaders/rhi/ads.frag") + } + } + ] + } + ] +} |