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/****************************************************************************
**
** Copyright (C) 2015 Lorenz Esch (TU Ilmenau).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 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.LGPL3 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-3.0.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 (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

import Qt3D.Core 2.0
import Qt3D.Render 2.0

Material {
    id:root

    ShaderProgram {
        id: gl3PerVertexColorShader
        vertexShaderCode: loadSource("qrc:/shaders/gl3/pervertexcolor.vert")
        fragmentShaderCode: loadSource("qrc:/shaders/gl3/pervertexcolor.frag")
    }

    ShaderProgram {
        id: gl2es2PerVertexColorShader
        vertexShaderCode: loadSource("qrc:/shaders/es2/pervertexcolor.vert")
        fragmentShaderCode: loadSource("qrc:/shaders/es2/pervertexcolor.frag")
    }

    effect: Effect {

        FilterKey {
            id: forward
            name: "renderingStyle"
            value: "forward"
        }

        techniques: [
            // GL 3 Technique
            Technique {
                filterKeys: [ forward ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGL
                    profile: GraphicsApiFilter.CoreProfile
                    majorVersion: 3
                    minorVersion: 1
                }
                renderPasses: RenderPass {
                    shaderProgram: gl3PerVertexColorShader
                }
            },

            // GL 2 Technique
            Technique {
                filterKeys: [ forward ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGL
                    profile: GraphicsApiFilter.NoProfile
                    majorVersion: 2
                    minorVersion: 0
                }
                renderPasses: RenderPass {
                    shaderProgram: gl2es2PerVertexColorShader
                }
            },

            // ES 2 Technique
            Technique {
                filterKeys: [ forward ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGLES
                    profile: GraphicsApiFilter.NoProfile
                    majorVersion: 2
                    minorVersion: 0
                }
                renderPasses: RenderPass {
                    shaderProgram: gl2es2PerVertexColorShader
                }
            }
        ]
    }
}