- Qt 5.5
- Qt3D Module
- Qt3D: Deferred Renderer QML Example
- SceneEffect.qml Example File
- Qt 5.5.1 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
    ** Software or, alternatively, in accordance with the terms contained in
    ** a written agreement between you and The Qt Company. For licensing terms
    ** and conditions see http://www.qt.io/terms-conditions. For further
    ** 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
    ** met: http://www.gnu.org/licenses/gpl-2.0.html.
    **
    ** $QT_END_LICENSE$
    **
    ****************************************************************************/

    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);
                            }
                        "
                    }
                }
            }
        ]
    }