/**************************************************************************** ** ** Copyright (C) 2015 Lorenz Esch (TU Ilmenau). ** 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.Core 2.0 import Qt3D.Renderer 2.0 Material { id:root parameters: [ Parameter { name: "lightPosition"; value: Qt.vector4d(1.0, 1.0, 0.0, 1.0) }, Parameter { name: "lightIntensity"; value: Qt.vector3d(1.0, 1.0, 1.0) } ] 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 { techniques: [ // GL 3 Technique Technique { openGLFilter { api: OpenGLFilter.Desktop profile: OpenGLFilter.Core majorVersion: 3 minorVersion: 1 } renderPasses: RenderPass { shaderProgram: gl3PerVertexColorShader } }, // GL 2 Technique Technique { openGLFilter { api: OpenGLFilter.Desktop profile: OpenGLFilter.None majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: gl2es2PerVertexColorShader } }, // ES 2 Technique Technique { openGLFilter { api: OpenGLFilter.ES profile: OpenGLFilter.None majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: gl2es2PerVertexColorShader } } ] } }