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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Effect {
id: root
property Texture2D shadowTexture
property PlanetsLight light
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 }
]
FilterKey { id: desktopkey; name: "name"; value: "Desktop" }
FilterKey { id: shadowkey; name: "pass"; value: "shadowmap" }
FilterKey { id: forwardkey; name : "pass"; value : "forward" }
FilterKey { id: eskey; name: "name"; value: "ES2" }
RenderPass {
id: shadowpass
filterKeys: [ shadowkey ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.vert")
fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag")
}
renderStates: [
PolygonOffset { scaleFactor: 4; depthSteps: 4 },
DepthTest { depthFunction: DepthTest.Less }
]
}
RenderPass {
id: glpass
filterKeys: [ forwardkey ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/gl3/planetDShadow.vert")
fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDShadow.frag")
}
// no special render state set => use the default set of states
}
RenderPass {
id: rhishadowpass
filterKeys: [ shadowkey ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.vert")
fragmentShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.frag")
}
renderStates: [
PolygonOffset { scaleFactor: 4; depthSteps: 4 },
DepthTest { depthFunction: DepthTest.Less }
]
}
RenderPass {
id: rhipass
filterKeys: [ forwardkey ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/rhi/planetDShadow.vert")
fragmentShaderCode: loadSource("qrc:/shaders/rhi/planetDShadow.frag")
}
// no special render state set => use the default set of states
}
RenderPass {
id: espass
filterKeys: [ forwardkey ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert")
fragmentShaderCode: loadSource("qrc:/shaders/es2/planetD.frag")
}
// no special render state set => use the default set of states
}
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 2
}
filterKeys: [ desktopkey ]
renderPasses: [ shadowpass, glpass ]
},
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
majorVersion: 2
}
filterKeys: [ eskey ]
renderPasses: [ espass ]
},
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
majorVersion: 2
minorVersion: 0
}
filterKeys: [ eskey ]
renderPasses: [ espass ]
},
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.RHi
majorVersion: 1
minorVersion: 0
}
filterKeys: [ desktopkey ]
renderPasses: [ rhishadowpass, rhipass ]
}
]
}
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