/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** 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 General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** 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-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Effect { id: root property Texture2D shadowTexture property Light light parameters: [ Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection }, Parameter { name: "lightPosition"; value: root.light.lightPosition }, Parameter { name: "lightIntensity"; value: root.light.lightIntensity }, Parameter { name: "shadowMapTexture"; value: root.shadowTexture } ] techniques: [ Technique { renderPasses: [ RenderPass { filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag") } renderStates: [ PolygonOffset { scaleFactor: 4; units: 4 }, DepthTest { func: DepthTest.Less } ] }, RenderPass { filterKeys: [ FilterKey { name: "pass"; value: "forward" } ] bindings: [ ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/ads.vert") fragmentShaderCode: loadSource("qrc:/shaders/ads.frag") } } ] } ] }