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// Copyright (C) 2015 Paul Lemire
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Effect {
property ShaderData sectionsData;
parameters: [
Parameter { name: "ka"; value: "black" },
Parameter { name: "kd"; value: "blue" },
Parameter { name: "ks"; value: "white" },
Parameter { name: "shininess"; value: 100 },
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) },
Parameter { name: "sectionsData"; value: sectionsData }
]
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 2
}
renderPasses: [
// Draw mesh with PhongMaterial and additional clipping planes
RenderPass {
filterKeys: FilterKey { name: "pass"; value: "material" }
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/phong-clip.vert")
fragmentShaderCode: loadSource("qrc:/phong-clip.frag")
}
},
// Basic stencil fill pass
RenderPass {
filterKeys: FilterKey { name: "pass"; value: "stencilFill" }
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/phong-clip.vert")
fragmentShaderCode: loadSource("qrc:/passthrough.frag")
}
}
]
}
]
}
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