mirror of https://github.com/qt/qt3d.git
360 lines
13 KiB
QML
360 lines
13 KiB
QML
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/****************************************************************************
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**
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** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.2 as QQ2
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import Qt3D 2.0
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import Qt3D.Render 2.0
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Entity {
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id : root
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RenderTarget {
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id : gBuffer
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attachments : [
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RenderAttachment {
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name : "color"
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type : RenderAttachment.ColorAttachment0
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texture : Texture {
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id : colorAttachment
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target : Texture.Target2D
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width : 1024
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height : 768
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format : Texture.RGBA32F
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generateMipMaps : false
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magnificationFilter : Texture.Linear
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minificationFilter : Texture.Linear
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wrapMode : Texture.ClampToEdge
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}
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},
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RenderAttachment {
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name : "position"
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type : RenderAttachment.ColorAttachment1
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texture : Texture {
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id : positionAttachment
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target : Texture.Target2D
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width : 1024
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height : 768
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format : Texture.RGB32F
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generateMipMaps : false
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magnificationFilter : Texture.Linear
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minificationFilter : Texture.Linear
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wrapMode : Texture.ClampToEdge
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}
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},
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RenderAttachment {
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name : "normal"
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type : RenderAttachment.ColorAttachment2
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texture : Texture {
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id : normalAttachment
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target : Texture.Target2D
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width : 1024
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height : 768
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format : Texture.RGB16F
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generateMipMaps : false
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magnificationFilter : Texture.Linear
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minificationFilter : Texture.Linear
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wrapMode : Texture.ClampToEdge
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}
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},
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RenderAttachment {
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name : "depth"
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type : RenderAttachment.DepthAttachment
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texture : Texture {
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id : depthAttachment
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target : Texture.Target2D
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width : 1024
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height : 768
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format : Texture.D32F
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generateMipMaps : false
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magnificationFilter : Texture.Linear
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minificationFilter : Texture.Linear
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wrapMode : Texture.ClampToEdge
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}
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}
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] // attachments
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}
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components : FrameGraph {
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id : deferredFrameGraphComponent
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activeFrameGraph: DeferredRenderer {
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gBuffer : gBuffer
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camera : camera
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}
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}
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Configuration {
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controlledCamera: camera
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}
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Entity {
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id : screenQuadEntity
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components : [
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Layer {
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name : "screenQuad"
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},
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PlaneMesh {
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width: 2.0
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height: 2.0
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meshResolution: Qt.size(2, 2)
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},
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Transform { // We rotate the plane so that it faces us
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Rotate {
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axis : Qt.vector3d(1.0, 0.0, 0.0)
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angle : 90
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}
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},
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Material {
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parameters : [
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Parameter { name : "color"; value : colorAttachment },
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Parameter { name : "position"; value : positionAttachment },
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Parameter { name : "normal"; value : normalAttachment },
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Parameter { name : "winSize"; value : Qt.size(1024, 768) }
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]
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effect : Effect {
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techniques : Technique {
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openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
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renderPasses : RenderPass {
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criteria : Criterion { name : "pass"; value : "final" }
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shaderProgram : ShaderProgram {
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id : finalShader
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vertexShader:
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"
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#version 140
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in vec4 vertexPosition;
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uniform mat4 modelMatrix;
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void main()
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{
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gl_Position = modelMatrix * vertexPosition;
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}
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"
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fragmentShader:
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"
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#version 140
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uniform sampler2D color;
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uniform sampler2D position;
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uniform sampler2D normal;
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uniform vec2 winSize;
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out vec4 fragColor;
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struct PointLight
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{
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vec3 position;
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vec3 direction;
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vec4 color;
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float intensity;
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};
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const int lightCount = 3;
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uniform PointLight pointLights[lightCount];
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void main()
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{
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vec2 texCoord = gl_FragCoord.xy / winSize;
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vec4 col = texture2D(color, texCoord);
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vec3 pos = texture2D(position, texCoord).xyz;
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vec3 norm = texture2D(normal, texCoord).xyz;
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vec4 lightColor;
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for (int i = 0; i < 3; i++) {
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vec3 s = normalize(pointLights[i].position - pos);
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lightColor += pointLights[i].color * (pointLights[i].intensity * max(dot(s, norm), 0.0));
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}
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lightColor /= float(lightCount);
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fragColor = col * lightColor;
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}
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"
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}
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}
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}
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}
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}
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]
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}
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Entity {
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id : sceneEntity
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components : PointLight {
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color : "red"
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intensity : 3.0
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}
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Camera {
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id: camera
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lens : CameraLens {
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projectionType: CameraLens.PerspectiveProjection
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fieldOfView: 45
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aspectRatio: 16/9
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nearPlane : 0.01
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farPlane : 1000.0
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}
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transform : Transform {
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LookAt {
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position: Qt.vector3d( 10.0, 10.0, -25.0 )
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upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
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viewCenter: Qt.vector3d( 0.0, 0.0, 10.0 )
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}
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}
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}
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Layer {
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id : sceneLayer
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name : "scene"
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}
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SphereMesh {
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id : sphereMesh
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rings: 50
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slices: 100
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}
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Effect {
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id : sceneMaterialEffect
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techniques : Technique {
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openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
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renderPasses : RenderPass {
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criteria : Criterion { name : "pass"; value : "geometry" }
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shaderProgram : ShaderProgram {
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id : sceneShader
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vertexShader:
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"
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#version 140
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in vec4 vertexPosition;
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in vec3 vertexNormal;
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out vec4 color0;
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out vec3 position0;
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out vec3 normal0;
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uniform mat4 mvp;
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uniform mat4 modelView;
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uniform mat3 modelViewNormal;
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uniform vec4 meshColor;
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void main()
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{
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color0 = meshColor;
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position0 = vec3(modelView * vertexPosition);
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normal0 = normalize(modelViewNormal * vertexNormal);
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gl_Position = mvp * vertexPosition;
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}
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"
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fragmentShader:
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"
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#version 140
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in vec4 color0;
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in vec3 position0;
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in vec3 normal0;
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out vec4 color;
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out vec3 position;
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out vec3 normal;
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void main()
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{
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color = color0;
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position = position0;
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normal = normal0;
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}
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"
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}
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}
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}
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}
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Entity {
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id : sphere1
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property Material material : Material {
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effect : sceneMaterialEffect
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parameters : Parameter { name : "meshColor"; value : "dodgerblue" }
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}
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property Transform transform : Transform {
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Translate{ dx: -10; dy: 0; dz : 25 }
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}
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property PointLight light : PointLight {
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color : "yellow"
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intensity : 1.0
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}
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components : [
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sphereMesh,
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material,
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transform,
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light,
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sceneLayer
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]
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}
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Entity {
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id : sphere2
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property Material material : Material {
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effect : sceneMaterialEffect
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parameters : Parameter { name : "meshColor"; value : "green" }
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}
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property PointLight light : PointLight {
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color : "white"
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intensity : 3.0
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}
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components : [
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sphereMesh,
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material,
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light,
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sceneLayer
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]
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}
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}
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}
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