blob: 72903c9d29803e67bf6bc367ad812d51450bf155 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2015 Paul Lemire
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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
Material {
id:root
property color ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 )
property color diffuse: Qt.rgba( 0.7, 0.7, 0.7, 1.0 )
property color specular: Qt.rgba( 0.95, 0.95, 0.95, 1.0 )
property real shininess: 150.0
property real alpha: 0.5
ShaderProgram {
id: gl3PhongAlphaShader
vertexShaderCode: loadSource("qrc:/shaders/gl3/phong.vert")
fragmentShaderCode: loadSource("qrc:/shaders/gl3/phongalpha.frag")
}
ShaderProgram {
id: gl2es2PhongAlphaShader
vertexShaderCode: loadSource("qrc:/shaders/es2/phong.vert")
fragmentShaderCode: loadSource("qrc:/shaders/es2/phongalpha.frag")
}
effect: Effect {
parameters: [
Parameter { name: "alpha"; value: root.alpha },
Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
Parameter { name: "kd"; value: Qt.vector3d(root.diffuse.r, root.diffuse.g, root.diffuse.b) },
Parameter { name: "ks"; value: Qt.vector3d(root.specular.r, root.specular.g, root.specular.b) },
Parameter { name: "shininess"; value: root.shininess },
Parameter { name: "lightPosition"; value: Qt.vector4d(1.0, 1.0, 0.0, 1.0) },
Parameter { name: "lightIntensity"; value: Qt.vector3d(1.0, 1.0, 1.0) }
]
techniques: [
// GL 3 Technique
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 1
}
renderPasses: RenderPass {
shaderProgram: gl3PhongAlphaShader
renderStates: [
NoDepthMask { },
BlendEquationArguments {
sourceRgb: BlendEquationArguments.SourceAlpha
destinationRgb: BlendEquationArguments.OneMinusSourceAlpha
},
BlendEquation {blendFunction: BlendEquation.Add}
]
filterKeys: FilterKey { name: "pass"; value: "material" }
}
},
// GL 2 Technique
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: gl2es2PhongAlphaShader
renderStates: [
NoDepthMask { },
BlendEquationArguments {
sourceRgb: BlendEquationArguments.SourceAlpha
destinationRgb: BlendEquationArguments.OneMinusSourceAlpha
},
BlendEquation {blendFunction: BlendEquation.Add}
]
filterKeys: FilterKey { name: "pass"; value: "material" }
}
}
]
}
}