ShadowEffect.qml Example File

planets-qml/ShadowEffect.qml
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 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: 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 ]
         }
     ]
 }