| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt3D module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
| ** Commercial License Usage |
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| ** information use the contact form at https://www.qt.io/contact-us. |
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| ** BSD License Usage |
| ** Alternatively, you may use this file under the terms of the BSD license |
| ** as follows: |
| ** |
| ** "Redistribution and use in source and binary forms, with or without |
| ** modification, are permitted provided that the following conditions are |
| ** met: |
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| ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| import Qt3D.Core 2.0 |
| import Qt3D.Render 2.0 |
| |
| Effect { |
| id : sceneMaterialEffect |
| techniques : [ |
| // OpenGL 3.1 |
| Technique { |
| graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 1; majorVersion : 3 } |
| renderPasses : RenderPass { |
| filterKeys : FilterKey { name : "pass"; value : "geometry" } |
| shaderProgram : ShaderProgram { |
| id : sceneShaderGL3 |
| vertexShaderCode: |
| "#version 140 |
| |
| in vec4 vertexPosition; |
| in vec3 vertexNormal; |
| |
| out vec4 color0; |
| out vec3 position0; |
| out vec3 normal0; |
| |
| uniform mat4 mvp; |
| uniform mat4 modelMatrix; |
| uniform mat3 modelNormalMatrix; |
| uniform vec4 meshColor; |
| |
| void main() |
| { |
| color0 = meshColor; |
| position0 = vec3(modelMatrix * vertexPosition); |
| normal0 = normalize(modelNormalMatrix * vertexNormal); |
| gl_Position = mvp * vertexPosition; |
| } |
| " |
| fragmentShaderCode: |
| "#version 140 |
| |
| in vec4 color0; |
| in vec3 position0; |
| in vec3 normal0; |
| |
| out vec4 color; |
| out vec4 position; |
| out vec4 normal; |
| |
| void main() |
| { |
| color = color0; |
| position = vec4(position0, 0.0); |
| normal = vec4(normal0, 0.0); |
| } |
| " |
| } |
| } |
| }, |
| // OpenGL 2.0 |
| Technique { |
| graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 0; majorVersion : 2 } |
| renderPasses : RenderPass { |
| filterKeys : FilterKey { name : "pass"; value : "geometry" } |
| shaderProgram : ShaderProgram { |
| id : sceneShaderGL2 |
| vertexShaderCode: |
| "#version 110 |
| |
| attribute vec4 vertexPosition; |
| attribute vec3 vertexNormal; |
| |
| varying vec4 color0; |
| varying vec3 position0; |
| varying vec3 normal0; |
| |
| uniform mat4 mvp; |
| uniform mat4 modelMatrix; |
| uniform mat3 modelNormalMatrix; |
| uniform vec4 meshColor; |
| |
| void main() |
| { |
| color0 = meshColor; |
| position0 = vec3(modelMatrix * vertexPosition); |
| normal0 = normalize(modelNormalMatrix * vertexNormal); |
| gl_Position = mvp * vertexPosition; |
| } |
| " |
| fragmentShaderCode: |
| "#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); |
| } |
| " |
| } |
| } |
| } |
| ] |
| } |