mirror of https://github.com/qt/qt3d.git
152 lines
5.7 KiB
QML
152 lines
5.7 KiB
QML
|
import Qt3D 2.0
|
||
|
import Qt3D.Render 2.0
|
||
|
|
||
|
/****************************************************************************
|
||
|
**
|
||
|
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
|
||
|
** Contact: http://www.qt-project.org/legal
|
||
|
**
|
||
|
** This file is part of the Qt3D module of the Qt Toolkit.
|
||
|
**
|
||
|
** $QT_BEGIN_LICENSE:LGPL$
|
||
|
** 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 Digia. For licensing terms and
|
||
|
** conditions see http://qt.digia.com/licensing. For further information
|
||
|
** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
|
||
|
** Foundation and appearing in the file LICENSE.LGPL included in the
|
||
|
** packaging of this file. Please review the following information to
|
||
|
** ensure the GNU Lesser General Public License version 2.1 requirements
|
||
|
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
|
||
|
**
|
||
|
** In addition, as a special exception, Digia gives you certain additional
|
||
|
** rights. These rights are described in the Digia Qt LGPL Exception
|
||
|
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
|
||
|
**
|
||
|
** GNU General Public License Usage
|
||
|
** Alternatively, this file may be used under the terms of the GNU
|
||
|
** General Public License version 3.0 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 3.0 requirements will be
|
||
|
** met: http://www.gnu.org/copyleft/gpl.html.
|
||
|
**
|
||
|
**
|
||
|
** $QT_END_LICENSE$
|
||
|
**
|
||
|
****************************************************************************/
|
||
|
|
||
|
Effect {
|
||
|
id : sceneMaterialEffect
|
||
|
techniques : [
|
||
|
// OpenGL 3.1
|
||
|
Technique {
|
||
|
openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
|
||
|
renderPasses : RenderPass {
|
||
|
criteria : Criterion { name : "pass"; value : "geometry" }
|
||
|
shaderProgram : ShaderProgram {
|
||
|
id : sceneShaderGL3
|
||
|
vertexShader:
|
||
|
"
|
||
|
#version 140
|
||
|
|
||
|
in vec4 vertexPosition;
|
||
|
in vec3 vertexNormal;
|
||
|
|
||
|
out vec4 color0;
|
||
|
out vec3 position0;
|
||
|
out vec3 normal0;
|
||
|
|
||
|
uniform mat4 mvp;
|
||
|
uniform mat4 modelView;
|
||
|
uniform mat3 modelViewNormal;
|
||
|
uniform vec4 meshColor;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
color0 = meshColor;
|
||
|
position0 = vec3(modelView * vertexPosition);
|
||
|
normal0 = normalize(modelViewNormal * vertexNormal);
|
||
|
gl_Position = mvp * vertexPosition;
|
||
|
}
|
||
|
"
|
||
|
fragmentShader:
|
||
|
"
|
||
|
#version 140
|
||
|
|
||
|
in vec4 color0;
|
||
|
in vec3 position0;
|
||
|
in vec3 normal0;
|
||
|
|
||
|
out vec4 color;
|
||
|
out vec3 position;
|
||
|
out vec3 normal;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
color = color0;
|
||
|
position = position0;
|
||
|
normal = normal0;
|
||
|
}
|
||
|
"
|
||
|
}
|
||
|
}
|
||
|
},
|
||
|
// OpenGL 2.0
|
||
|
Technique {
|
||
|
openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 0; majorVersion : 2 }
|
||
|
renderPasses : RenderPass {
|
||
|
criteria : Criterion { name : "pass"; value : "geometry" }
|
||
|
shaderProgram : ShaderProgram {
|
||
|
id : sceneShaderGL2
|
||
|
vertexShader:
|
||
|
"
|
||
|
#version 110
|
||
|
|
||
|
attribute vec4 vertexPosition;
|
||
|
attribute vec3 vertexNormal;
|
||
|
|
||
|
varying vec4 color0;
|
||
|
varying vec3 position0;
|
||
|
varying vec3 normal0;
|
||
|
|
||
|
uniform mat4 mvp;
|
||
|
uniform mat4 modelView;
|
||
|
uniform mat3 modelViewNormal;
|
||
|
uniform vec4 meshColor;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
color0 = meshColor;
|
||
|
position0 = vec3(modelView * vertexPosition);
|
||
|
normal0 = normalize(modelViewNormal * vertexNormal);
|
||
|
gl_Position = mvp * vertexPosition;
|
||
|
}
|
||
|
"
|
||
|
fragmentShader:
|
||
|
"
|
||
|
#version 110
|
||
|
|
||
|
varying vec4 color0;
|
||
|
varying vec3 position0;
|
||
|
varying vec3 normal0;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_FragData[0] = color0;
|
||
|
gl_FragData[1] = vec4(position0, 0);
|
||
|
gl_FragData[2] = vec4(normal0, 0);
|
||
|
}
|
||
|
"
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
]
|
||
|
}
|