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AdsEffect.qml
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AdsEffect.qml
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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Effect {
id: root
property Texture2D shadowTexture
property ShadowMapLight light
// These parameters act as default values for the effect. They take
// priority over any parameters specified in the RenderPasses below
// (none provided in this example). In turn these parameters can be
// overwritten by specifying them in a Material that references this
// effect.
// The priority order is:
//
// Material -> Effect -> Technique -> RenderPass -> GLSL default values
parameters: [
Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection },
Parameter { name: "lightPosition"; value: root.light.lightPosition },
Parameter { name: "lightIntensity"; value: root.light.lightIntensity },
Parameter { name: "shadowMapTexture"; value: root.shadowTexture }
]
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 2
}
renderPasses: [
RenderPass {
filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert")
fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
}
renderStates: [
PolygonOffset { scaleFactor: 4; depthSteps: 4 },
DepthTest { depthFunction: DepthTest.Less }
]
},
RenderPass {
filterKeys: [ FilterKey { name : "pass"; value : "forward" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/ads.vert")
fragmentShaderCode: loadSource("qrc:/shaders/ads.frag")
}
// no special render state set => use the default set of states
}
]
},
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
majorVersion: 3
minorVersion: 0
}
renderPasses: [
RenderPass {
filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/es3/shadowmap.vert")
fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag")
}
renderStates: [
PolygonOffset { scaleFactor: 4; depthSteps: 4 },
DepthTest { depthFunction: DepthTest.Less }
]
},
RenderPass {
filterKeys: [ FilterKey { name : "pass"; value : "forward" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/es3/ads.vert")
fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag")
}
}
]
}
]
}