/**************************************************************************** ** ** Copyright (C) 2015 Lorenz Esch (TU Ilmenau). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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. ** ** 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.LGPL3 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-3.0.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 (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Material { id:root ShaderProgram { id: gl3PerVertexColorShader vertexShaderCode: loadSource("qrc:/shaders/gl3/pervertexcolor.vert") fragmentShaderCode: loadSource("qrc:/shaders/gl3/pervertexcolor.frag") } ShaderProgram { id: gl2es2PerVertexColorShader vertexShaderCode: loadSource("qrc:/shaders/es2/pervertexcolor.vert") fragmentShaderCode: loadSource("qrc:/shaders/es2/pervertexcolor.frag") } effect: Effect { FilterKey { id: forward name: "renderingStyle" value: "forward" } techniques: [ // GL 3 Technique Technique { filterKeys: [ forward ] graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 3 minorVersion: 1 } renderPasses: RenderPass { shaderProgram: gl3PerVertexColorShader } }, // GL 2 Technique Technique { filterKeys: [ forward ] graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.NoProfile majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: gl2es2PerVertexColorShader } }, // ES 2 Technique Technique { filterKeys: [ forward ] graphicsApiFilter { api: GraphicsApiFilter.OpenGLES profile: GraphicsApiFilter.NoProfile majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: gl2es2PerVertexColorShader } } ] } }