qt3d/examples/deferred-renderer/SceneEffect.qml

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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);
}
"
}
}
}
]
}