// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // 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 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") } } ] }, Technique { graphicsApiFilter { api: GraphicsApiFilter.RHI majorVersion: 1 minorVersion: 0 } renderPasses: [ RenderPass { filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] 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 { filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/rhi/ads.vert") fragmentShaderCode: loadSource("qrc:/shaders/rhi/ads.frag") } } ] } ] }