SceneEffect.qml Example File

deferred-renderer-qml/SceneEffect.qml

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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);
                          }
                      "
                  }
              }
          }
      ]
  }