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/****************************************************************************
**
** Copyright (C) 2015 Lorenz Esch (TU Ilmenau).
** Contact: http://www.qt-project.org/legal
**
** 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.Renderer 2.0
Material {
id:root
parameters: [
Parameter { name: "lightPosition"; value: Qt.vector4d(1.0, 1.0, 0.0, 1.0) },
Parameter { name: "lightIntensity"; value: Qt.vector3d(1.0, 1.0, 1.0) }
]
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 {
techniques: [
// GL 3 Technique
Technique {
openGLFilter {
api: OpenGLFilter.Desktop
profile: OpenGLFilter.Core
majorVersion: 3
minorVersion: 1
}
renderPasses: RenderPass {
shaderProgram: gl3PerVertexColorShader
}
},
// GL 2 Technique
Technique {
openGLFilter {
api: OpenGLFilter.Desktop
profile: OpenGLFilter.None
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: gl2es2PerVertexColorShader
}
},
// ES 2 Technique
Technique {
openGLFilter {
api: OpenGLFilter.ES
profile: OpenGLFilter.None
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: gl2es2PerVertexColorShader
}
}
]
}
}
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