// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause import Qt3D.Core 2.0 import Qt3D.Render 2.0 Material { property Buffer dataBuffer; property real particleStep: 0.4 property real finalCollisionFactor: 0.2 parameters: [ Parameter { name: "particleStep"; value: particleStep }, Parameter { name: "finalCollisionFactor"; value: finalCollisionFactor } ] effect: Effect { techniques: [ Technique { renderPasses: [ RenderPass { shaderProgram: ShaderProgram { computeShaderCode: loadSource("qrc:/shaders/gl43/particles.comp") } // We set the buffer as the parameter data parameters: [ Parameter { name: "Particles"; value: dataBuffer } ] } ] filterKeys: [ FilterKey { name: "type"; value: "compute" } ] graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 4 minorVersion: 3 } }, Technique { renderPasses: [ RenderPass { shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/gl43/particles.vert") fragmentShaderCode: loadSource("qrc:/shaders/gl43/particles.frag") } // We assume the mesh to be drawn will also receive // Vertex buffers attributes that will be used to position and color } ] filterKeys: [ FilterKey { name: "type"; value: "draw" } ] graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 4 minorVersion: 3 } }, Technique { renderPasses: [ RenderPass { shaderProgram: ShaderProgram { computeShaderCode: loadSource("qrc:/shaders/gl45/particles.comp") } // We set the buffer as the parameter data parameters: [ Parameter { name: "Particles"; value: dataBuffer } ] } ] filterKeys: [ FilterKey { name: "type"; value: "compute" } ] graphicsApiFilter { api: GraphicsApiFilter.RHI profile: GraphicsApiFilter.NoProfile majorVersion: 1 minorVersion: 0 } }, Technique { renderPasses: [ RenderPass { shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/gl45/particles.vert") fragmentShaderCode: loadSource("qrc:/shaders/gl45/particles.frag") } // We assume the mesh to be drawn will also receive // Vertex buffers attributes that will be used to position and color } ] filterKeys: [ FilterKey { name: "type"; value: "draw" } ] graphicsApiFilter { api: GraphicsApiFilter.RHI profile: GraphicsApiFilter.NoProfile majorVersion: 1 minorVersion: 0 } } ] // techniques } }