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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** 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 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 {
openGLFilter {
api: OpenGLFilter.Desktop
profile: OpenGLFilter.Core
majorVersion: 3
minorVersion: 2
}
renderPasses: [
RenderPass {
annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert")
fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
}
renderStates: [
PolygonOffset { factor: 4; units: 4 },
DepthTest { func: DepthTest.Less }
]
},
RenderPass {
annotations: [ Annotation { name : "pass"; value : "forward" } ]
bindings: [
// Uniforms (those provided by the user)
ParameterMapping {
parameterName: "ambient";
shaderVariableName: "ka";
bindingType: ParameterMapping.Uniform
},
ParameterMapping {
parameterName: "specular";
shaderVariableName: "ks";
bindingType: ParameterMapping.Uniform
}
]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/planetDB.vert")
fragmentShaderCode: loadSource("qrc:/shaders/planetDB.frag")
}
// no special render state set => use the default set of states
}
]
}
]
}
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