| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
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| ** This file is part of the Qt3D module of the Qt Toolkit. |
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| ****************************************************************************/ |
| |
| import Qt3D.Core 2.0 |
| import Qt3D.Render 2.0 |
| |
| Effect { |
| id: root |
| |
| property Texture2D shadowTexture |
| property ShadowMapLight light |
| |
| // These parameters act as default values for the effect. They take |
| // priority over any parameters specified in the RenderPasses below |
| // (none provided in this example). In turn these parameters can be |
| // overwritten by specifying them in a Material that references this |
| // effect. |
| // The priority order is: |
| // |
| // Material -> Effect -> Technique -> RenderPass -> GLSL default values |
| parameters: [ |
| Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection }, |
| Parameter { name: "lightPosition"; value: root.light.lightPosition }, |
| Parameter { name: "lightIntensity"; value: root.light.lightIntensity }, |
| Parameter { name: "shadowMapTexture"; value: root.shadowTexture } |
| ] |
| |
| techniques: [ |
| Technique { |
| graphicsApiFilter { |
| api: GraphicsApiFilter.OpenGL |
| profile: GraphicsApiFilter.CoreProfile |
| majorVersion: 3 |
| minorVersion: 2 |
| } |
| |
| renderPasses: [ |
| RenderPass { |
| filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] |
| |
| shaderProgram: ShaderProgram { |
| vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert") |
| fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag") |
| } |
| |
| renderStates: [ |
| PolygonOffset { scaleFactor: 4; depthSteps: 4 }, |
| DepthTest { depthFunction: DepthTest.Less } |
| ] |
| }, |
| |
| RenderPass { |
| filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] |
| |
| shaderProgram: ShaderProgram { |
| vertexShaderCode: loadSource("qrc:/shaders/ads.vert") |
| fragmentShaderCode: loadSource("qrc:/shaders/ads.frag") |
| } |
| |
| // no special render state set => use the default set of states |
| } |
| ] |
| }, |
| Technique { |
| graphicsApiFilter { |
| api: GraphicsApiFilter.OpenGLES |
| majorVersion: 3 |
| minorVersion: 0 |
| } |
| |
| renderPasses: [ |
| RenderPass { |
| filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] |
| |
| shaderProgram: ShaderProgram { |
| vertexShaderCode: loadSource("qrc:/shaders/es3/shadowmap.vert") |
| fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag") |
| } |
| |
| renderStates: [ |
| PolygonOffset { scaleFactor: 4; depthSteps: 4 }, |
| DepthTest { depthFunction: DepthTest.Less } |
| ] |
| }, |
| |
| RenderPass { |
| filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] |
| |
| shaderProgram: ShaderProgram { |
| vertexShaderCode: loadSource("qrc:/shaders/es3/ads.vert") |
| fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag") |
| } |
| } |
| ] |
| } |
| ] |
| } |