/**************************************************************************** ** ** 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 { 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 { graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; 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); } " } } } ] }