blob: dc2857f3230301628a59b048754ded34eb40bd15 [file] [log] [blame]
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import Qt3D.Core 2.0
import Qt3D.Render 2.0
RenderTarget {
property alias color : colorAttachment
property alias position : positionAttachment
property alias normal : normalAttachment
property alias depth : depthAttachment
attachments : [
RenderTargetOutput {
objectName : "color"
attachmentPoint : RenderTargetOutput.Color0
texture : Texture2D {
id : colorAttachment
width : 1024
height : 1024
format : Texture.RGBA32F
generateMipMaps : false
magnificationFilter : Texture.Linear
minificationFilter : Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
}
},
RenderTargetOutput {
objectName : "position"
attachmentPoint : RenderTargetOutput.Color1
texture : Texture2D {
id : positionAttachment
width : 1024
height : 1024
// We use RGBA32F here instead of a more fitting format because
// OpenGL vendors might not support other formats
format : Texture.RGBA32F
generateMipMaps : false
magnificationFilter : Texture.Linear
minificationFilter : Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
}
},
RenderTargetOutput {
objectName : "normal"
attachmentPoint : RenderTargetOutput.Color2
texture : Texture2D {
id : normalAttachment
width : 1024
height : 1024
// We use RGBA32F here instead of a more fitting format because
// OpenGL vendors might not support other formats
format : Texture.RGBA32F
generateMipMaps : false
magnificationFilter : Texture.Linear
minificationFilter : Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
}
},
RenderTargetOutput {
objectName : "depth"
attachmentPoint : RenderTargetOutput.Depth
texture : Texture2D {
id : depthAttachment
width : 1024
height : 1024
format : Texture.D32F
generateMipMaps : false
magnificationFilter : Texture.Linear
minificationFilter : Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
}
}
] // outputs
}