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import Qt3D.Core 2.0
import Qt3D.Render 2.0
Material {
property Buffer dataBuffer;
property real particleStep: 0.4
property real finalCollisionFactor: 0.2
parameters: [
Parameter { name: "particleStep"; value: particleStep },
Parameter { name: "finalCollisionFactor"; value: finalCollisionFactor }
]
ShaderProgram {
id: computeShader
computeShaderCode: loadSource("qrc:/particles.comp")
}
ShaderProgram {
id: drawShader
vertexShaderCode: loadSource("qrc:/particles.vert")
fragmentShaderCode: loadSource("qrc:/particles.frag")
}
effect: Effect {
techniques: [
Technique {
renderPasses: [
RenderPass {
shaderProgram: computeShader
// We set the buffer as the parameter data
parameters: [
Parameter { name: "Particles"; value: dataBuffer }
]
}
]
filterKeys: [
FilterKey { name: "type"; value: "compute" }
]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 4
minorVersion: 3
}
},
Technique {
renderPasses: [
RenderPass {
shaderProgram: drawShader
// We assume the mesh to be drawn will also receive
// Vertex buffers attributes that will be used to position and color
}
]
filterKeys: [
FilterKey { name: "type"; value: "draw" }
]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 4
minorVersion: 3
}
}
] // techniques
}
}