SceneEffect.qml Example File

deferred-renderer-qml/SceneEffect.qml
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import Qt3D 2.0
import Qt3D.Renderer 2.0

Effect {
    id : sceneMaterialEffect
    techniques : [
        // OpenGL 3.1
        Technique {
            openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; 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 {
            openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; 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);
                        }
                    "
                }
            }
        }
    ]
}