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/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** 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.Core 2.0
import Qt3D.Render 2.0
Material {
id: root
property Texture2D texture: Texture2D {}
property alias textureOffset: texCoordOffset.offset
ShaderProgram {
id: gl3Shader
vertexShaderCode: loadSource("qrc:/shaders/gl3/unlittexture.vert")
fragmentShaderCode: loadSource("qrc:/shaders/gl3/unlittexture.frag")
}
ShaderProgram {
id: gl2es2Shader
vertexShaderCode: loadSource("qrc:/shaders/es2/unlittexture.vert")
fragmentShaderCode: loadSource("qrc:/shaders/es2/unlittexture.frag")
}
effect: Effect {
parameters: [
Parameter {
name: "diffuseTexture"
value: root.texture
},
Parameter {
id: texCoordOffset
property vector2d offset: Qt.vector2d(0, 0)
name: "texCoordOffset"
value: offset
}
]
techniques: [
// OpenGL 3.1
Technique {
openGLFilter {
api: OpenGLFilter.Desktop
profile: OpenGLFilter.Core
majorVersion: 3
minorVersion: 1
}
renderPasses: RenderPass {
shaderProgram: gl3Shader
}
},
// GL 2 Technique
Technique {
openGLFilter {
api: OpenGLFilter.Desktop
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: gl2es2Shader
}
},
// ES 2 Technique
Technique {
openGLFilter {
api: OpenGLFilter.ES
profile: OpenGLFilter.None
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: gl2es2Shader
}
}
]
}
}
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