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<h1 class="title">CloudEffectDS.qml Example File</h1>
<span class="subtitle">planets-qml/CloudEffectDS.qml</span>
<!-- $$$planets-qml/CloudEffectDS.qml-description -->
<div class="descr"> <a name="details"></a>
<pre class="qml"><span class="comment">/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** 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.
**
** $QT_END_LICENSE$
**
****************************************************************************/</span>
import Qt3D 2.0
import Qt3D.Renderer 2.0
<span class="type">Effect</span> {
<span class="name">id</span>: <span class="name">root</span>
property <span class="type">Texture2D</span> <span class="name">shadowTexture</span>
property <span class="type">Light</span> <span class="name">light</span>
<span class="name">parameters</span>: [
<span class="type">Parameter</span> { <span class="name">name</span>: <span class="string">"lightPosition"</span>; <span class="name">value</span>: <span class="name">root</span>.<span class="name">light</span>.<span class="name">lightPosition</span> },
<span class="type">Parameter</span> { <span class="name">name</span>: <span class="string">"lightIntensity"</span>; <span class="name">value</span>: <span class="name">root</span>.<span class="name">light</span>.<span class="name">lightIntensity</span> }
]
<span class="name">techniques</span>: [
<span class="type">Technique</span> {
<span class="type">openGLFilter</span> {
<span class="name">api</span>: <span class="name">OpenGLFilter</span>.<span class="name">Desktop</span>
<span class="name">profile</span>: <span class="name">OpenGLFilter</span>.<span class="name">Core</span>
<span class="name">majorVersion</span>: <span class="number">3</span>
<span class="name">minorVersion</span>: <span class="number">2</span>
}
<span class="name">annotations</span>: [ <span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> { <span class="name">name</span>: <span class="string">"name"</span>; <span class="name">value</span>: <span class="string">"Desktop"</span> } ]
<span class="name">renderPasses</span>: [
<span class="type">RenderPass</span> {
<span class="name">annotations</span>: [ <span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> { <span class="name">name</span> : <span class="string">"pass"</span>; <span class="name">value</span> : <span class="string">"forward"</span> } ]
<span class="name">bindings</span>: [
<span class="comment">// Uniforms (those provided by the user)</span>
<span class="type"><a href="qml-qt3d-renderer-parametermapping.html">ParameterMapping</a></span> {
<span class="name">parameterName</span>: <span class="string">"ambient"</span>;
<span class="name">shaderVariableName</span>: <span class="string">"ka"</span>;
<span class="name">bindingType</span>: <span class="name">ParameterMapping</span>.<span class="name">Uniform</span>
}
]
<span class="name">shaderProgram</span>: <span class="name">ShaderProgram</span> {
<span class="name">vertexShaderCode</span>: <span class="name">loadSource</span>(<span class="string">"qrc:/shaders/gl3/planetD.vert"</span>)
<span class="name">fragmentShaderCode</span>: <span class="name">loadSource</span>(<span class="string">"qrc:/shaders/gl3/planetDS.frag"</span>)
}
<span class="comment">// no special render state set => use the default set of states</span>
}
]
},
<span class="type">Technique</span> {
<span class="type">openGLFilter</span> {
<span class="name">api</span>: <span class="name">OpenGLFilter</span>.<span class="name">Desktop</span>
<span class="name">majorVersion</span>: <span class="number">2</span>
}
<span class="name">annotations</span>: [ <span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> { <span class="name">name</span>: <span class="string">"name"</span>; <span class="name">value</span>: <span class="string">"ES2"</span> } ]
<span class="name">renderPasses</span>: [
<span class="type">RenderPass</span> {
<span class="name">annotations</span>: [ <span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> { <span class="name">name</span> : <span class="string">"pass"</span>; <span class="name">value</span> : <span class="string">"forward"</span> } ]
<span class="name">bindings</span>: [
<span class="comment">// Uniforms (those provided by the user)</span>
<span class="type"><a href="qml-qt3d-renderer-parametermapping.html">ParameterMapping</a></span> {
<span class="name">parameterName</span>: <span class="string">"ambient"</span>;
<span class="name">shaderVariableName</span>: <span class="string">"ka"</span>;
<span class="name">bindingType</span>: <span class="name">ParameterMapping</span>.<span class="name">Uniform</span>
}
]
<span class="name">shaderProgram</span>: <span class="name">ShaderProgram</span> {
<span class="name">vertexShaderCode</span>: <span class="name">loadSource</span>(<span class="string">"qrc:/shaders/es2/planetD.vert"</span>)
<span class="name">fragmentShaderCode</span>: <span class="name">loadSource</span>(<span class="string">"qrc:/shaders/es2/planetDS.frag"</span>)
}
<span class="comment">// no special render state set => use the default set of states</span>
}
]
},
<span class="type">Technique</span> {
<span class="type">openGLFilter</span> {
<span class="name">api</span>: <span class="name">OpenGLFilter</span>.<span class="name">ES</span>
<span class="name">majorVersion</span>: <span class="number">2</span>
<span class="name">minorVersion</span>: <span class="number">0</span>
}
<span class="name">annotations</span>: [ <span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> { <span class="name">name</span>: <span class="string">"name"</span>; <span class="name">value</span>: <span class="string">"ES2"</span> } ]
<span class="name">renderPasses</span>: [
<span class="type">RenderPass</span> {
<span class="name">annotations</span>: [ <span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> { <span class="name">name</span> : <span class="string">"pass"</span>; <span class="name">value</span> : <span class="string">"forward"</span> } ]
<span class="name">bindings</span>: [
<span class="comment">// Uniforms (those provided by the user)</span>
<span class="type"><a href="qml-qt3d-renderer-parametermapping.html">ParameterMapping</a></span> {
<span class="name">parameterName</span>: <span class="string">"ambient"</span>;
<span class="name">shaderVariableName</span>: <span class="string">"ka"</span>;
<span class="name">bindingType</span>: <span class="name">ParameterMapping</span>.<span class="name">Uniform</span>
}
]
<span class="name">shaderProgram</span>: <span class="name">ShaderProgram</span> {
<span class="name">vertexShaderCode</span>: <span class="name">loadSource</span>(<span class="string">"qrc:/shaders/es2/planetD.vert"</span>)
<span class="name">fragmentShaderCode</span>: <span class="name">loadSource</span>(<span class="string">"qrc:/shaders/es2/planetDS.frag"</span>)
}
<span class="comment">// no special render state set => use the default set of states</span>
}
]
}
]
}</pre>
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