blob: 0ca08135504e1ebb9acb425c7ad728b9287fd2d6 [file] [log] [blame]
/****************************************************************************
**
** 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.
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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);
}
"
}
}
}
]
}