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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:BSD$
** 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.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
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**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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****************************************************************************/

import Qt3D.Core 2.0
import Qt3D.Render 2.0

Effect {
    id: root

    techniques: [
        Technique {
            graphicsApiFilter {
                api: GraphicsApiFilter.OpenGL
                profile: GraphicsApiFilter.CoreProfile
                majorVersion: 3
                minorVersion: 1
            }

            filterKeys: [ FilterKey { name: "renderingStyle"; value: "forward" } ]

            renderPasses: [
                RenderPass {
                    shaderProgram: ShaderProgram {
                        vertexShaderCode:   loadSource( "qrc:/shaders/background.vert" )
                        fragmentShaderCode: loadSource( "qrc:/shaders/background.frag" )
                    }

                    renderStates: [
                        DepthTest { depthFunction: DepthTest.Always }
                    ]
                }
            ]
        }
    ]
}