// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause import Qt3D.Core 2.0 import Qt3D.Render 2.0 Effect { id: root property Texture2D shadowTexture property PlanetsLight 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 } ] FilterKey { id: desktopkey; name: "name"; value: "Desktop" } FilterKey { id: shadowkey; name: "pass"; value: "shadowmap" } FilterKey { id: forwardkey; name : "pass"; value : "forward" } FilterKey { id: eskey; name: "name"; value: "ES2" } RenderPass { id: shadowpass filterKeys: [ shadowkey ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag") } renderStates: [ PolygonOffset { scaleFactor: 4; depthSteps: 4 }, DepthTest { depthFunction: DepthTest.Less } ] } RenderPass { id: glpass filterKeys: [ forwardkey ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/gl3/planetDShadow.vert") fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDShadow.frag") } // no special render state set => use the default set of states } RenderPass { id: rhishadowpass filterKeys: [ shadowkey ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.frag") } renderStates: [ PolygonOffset { scaleFactor: 4; depthSteps: 4 }, DepthTest { depthFunction: DepthTest.Less } ] } RenderPass { id: rhipass filterKeys: [ forwardkey ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/rhi/planetDShadow.vert") fragmentShaderCode: loadSource("qrc:/shaders/rhi/planetDShadow.frag") } // no special render state set => use the default set of states } RenderPass { id: espass filterKeys: [ forwardkey ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert") fragmentShaderCode: loadSource("qrc:/shaders/es2/planetD.frag") } // no special render state set => use the default set of states } techniques: [ Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 3 minorVersion: 2 } filterKeys: [ desktopkey ] renderPasses: [ shadowpass, glpass ] }, Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL majorVersion: 2 } filterKeys: [ eskey ] renderPasses: [ espass ] }, Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGLES majorVersion: 2 minorVersion: 0 } filterKeys: [ eskey ] renderPasses: [ espass ] }, Technique { graphicsApiFilter { api: GraphicsApiFilter.RHi majorVersion: 1 minorVersion: 0 } filterKeys: [ desktopkey ] renderPasses: [ rhishadowpass, rhipass ] } ] }