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import Qt3D.Core 2.0
import Qt3D.Render 2.0
Effect {
id: root
property boolwireframe: false// 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 valuesparameters: [
Parameter { name: "ka"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
Parameter { name: "kd"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
]
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLprofile: GraphicsApiFilter.CoreProfilemajorVersion: 3minorVersion: 2
}
filterKeys: [ FilterKey { name: "renderingStyle"; value: "forward" } ]
parameters: [
Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },
Parameter { name: "light.intensity"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) },
Parameter { name: "line.width"; value: 0.8 },
Parameter { name: "line.color"; value: Qt.vector4d( 1.0, 1.0, 1.0, 1.0 ) }
]
renderPasses: [
RenderPass {
shaderProgram: wireframe ? wireframeShader : standardShader// Disable depth testing and use simple additive blendingrenderStates: [
DepthTest { depthFunction: DepthTest.Always },
BlendEquationArguments {
sourceRgb: BlendEquationArguments.OnedestinationRgb: BlendEquationArguments.OneMinusSourceColor
}
]
ShaderProgram {
id: standardShadervertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag")
}
ShaderProgram {
id: wireframeShadervertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag")
}
}
]
}
]
}