FinalEffect.qml Example File
deferred-renderer-qml/FinalEffect.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.Core 2.0 import Qt3D.Render 2.0 Effect { techniques : [ // OpenGL 3.1 Technique { graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 1; majorVersion : 3 } parameters: Parameter { name: "PointLightBlock"; value: ShaderData { property ShaderDataArray lights: ShaderDataArray { // hard coded lights until we have a way to filter // ShaderData in a scene values: [sceneEntity.light, sphere1.light, sphere2.light, light3.light, light4.light] } } } renderPasses : RenderPass { annotations : Annotation { name : "pass"; value : "final" } shaderProgram : ShaderProgram { id : finalShaderGL3 vertexShaderCode: "#version 140 in vec4 vertexPosition; uniform mat4 modelMatrix; void main() { gl_Position = modelMatrix * vertexPosition; } " fragmentShaderCode: "#version 140 uniform sampler2D color; uniform sampler2D position; uniform sampler2D normal; uniform vec2 winSize; out vec4 fragColor; struct PointLight { vec3 position; vec3 direction; vec4 color; float intensity; }; const int lightCount = 5; uniform PointLightBlock { PointLight lights[lightCount]; }; void main() { vec2 texCoord = gl_FragCoord.xy / winSize; vec4 col = texture(color, texCoord); vec3 pos = texture(position, texCoord).xyz; vec3 norm = texture(normal, texCoord).xyz; vec4 lightColor; for (int i = 0; i < lightCount; i++) { vec3 s = normalize(lights[i].position - pos); lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0)); } lightColor /= float(lightCount); fragColor = col * lightColor; } " } } }, // OpenGL 2.0 with FBO extension Technique { graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.NoProfile; minorVersion : 0; majorVersion : 2 } parameters: Parameter { name: "pointLights"; value: ShaderData { property ShaderDataArray lights: ShaderDataArray { // hard coded lights until we have a way to filter // ShaderData in a scene values: [sceneEntity.light, sphere1.light, sphere2.light, light3.light, light4.light] } } } renderPasses : RenderPass { annotations : Annotation { name : "pass"; value : "final" } shaderProgram : ShaderProgram { id : finalShaderGL2 vertexShaderCode: "#version 110 attribute vec4 vertexPosition; uniform mat4 modelMatrix; void main() { gl_Position = modelMatrix * vertexPosition; } " fragmentShaderCode: "#version 110 uniform sampler2D color; uniform sampler2D position; uniform sampler2D normal; uniform vec2 winSize; struct PointLight { vec3 position; vec3 direction; vec4 color; float intensity; }; const int lightCount = 5; uniform struct { PointLight lights[lightCount]; }; void main() { vec2 texCoord = gl_FragCoord.xy / winSize; vec4 col = texture2D(color, texCoord); vec3 pos = texture2D(position, texCoord).xyz; vec3 norm = texture2D(normal, texCoord).xyz; vec4 lightColor; for (int i = 0; i < lightCount; i++) { vec3 s = lights[i].position - pos); lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0)); } lightColor /= float(lightCount); gl_FragColor = col * lightColor; } " } } }] }
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