SceneEffect.qml Example File | Qt 3D 5.6

Qt 5.6 | Qt 3D | Qt 3D: Deferred Renderer QML Example | SceneEffect.qml Example File

Qt 5.6.2 Reference Documentation

# SceneEffect.qml Example File

deferred-renderer-qml/SceneEffect.qml

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: http://www.qt-project.org/legal
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:LGPL3$
      ** Commercial License Usage
      ** Licensees holding valid commercial Qt licenses may use this file in
      ** accordance with the commercial license agreement provided with the
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      ** a written agreement between you and The Qt Company. For licensing terms
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      ** information use the contact form at http://www.qt.io/contact-us.
      **
      ** GNU Lesser General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU Lesser
      ** General Public License version 3 as published by the Free Software
      ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
      ** packaging of this file. Please review the following information to
      ** ensure the GNU Lesser General Public License version 3 requirements
      ** will be met: https://www.gnu.org/licenses/lgpl.html.
      **
      ** GNU General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU
      ** General Public License version 2.0 or later as published by the Free
      ** Software Foundation and appearing in the file LICENSE.GPL included in
      ** the packaging of this file. Please review the following information to
      ** ensure the GNU General Public License version 2.0 requirements will be
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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 {
                      annotations : Annotation { 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 modelView;
                              uniform mat3 modelViewNormal;
                              uniform vec4 meshColor;

                              void main()
                              {
                                  color0 = meshColor;
                                  position0 = vec3(modelView * vertexPosition);
                                  normal0 = normalize(modelViewNormal * vertexNormal);
                                  gl_Position = mvp * vertexPosition;
                              }
                          "
                          fragmentShaderCode:
                              "#version 140

                              in vec4 color0;
                              in vec3 position0;
                              in vec3 normal0;

                              out vec4 color;
                              out vec3 position;
                              out vec3 normal;

                              void main()
                              {
                                  color = color0;
                                  position = position0;
                                  normal = normal0;
                              }
                          "
                      }
                  }
              },
              // OpenGL 2.0
              Technique {
                  graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 0; majorVersion : 2 }
                  renderPasses : RenderPass {
                      annotations : Annotation { 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 modelView;
                              uniform mat3 modelViewNormal;
                              uniform vec4 meshColor;

                              void main()
                              {
                                  color0 = meshColor;
                                  position0 = vec3(modelView * vertexPosition);
                                  normal0 = normalize(modelViewNormal * 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);
                              }
                          "
                      }
                  }
              }
          ]
      }