// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only 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 { filterKeys : FilterKey { 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 modelMatrix; uniform mat3 modelNormalMatrix; uniform vec4 meshColor; void main() { color0 = meshColor; position0 = vec3(modelMatrix * vertexPosition); normal0 = normalize(modelNormalMatrix * vertexNormal); gl_Position = mvp * vertexPosition; } " fragmentShaderCode: "#version 140 in vec4 color0; in vec3 position0; in vec3 normal0; out vec4 color; out vec4 position; out vec4 normal; void main() { color = color0; position = vec4(position0, 0.0); normal = vec4(normal0, 0.0); } " } } }, // OpenGL 2.0 Technique { graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 0; majorVersion : 2 } renderPasses : RenderPass { filterKeys : FilterKey { 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 modelMatrix; uniform mat3 modelNormalMatrix; uniform vec4 meshColor; void main() { color0 = meshColor; position0 = vec3(modelMatrix * vertexPosition); normal0 = normalize(modelNormalMatrix * 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); } " } } } ] }