/**************************************************************************** ** ** 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); } " } } } ] }