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/****************************************************************************
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**
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** Copyright (C) 2020 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Design Studio.
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**
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** $QT_BEGIN_LICENSE:FDL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Free Documentation License Usage
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** Alternatively, this file may be used under the terms of the GNU Free
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** Documentation License version 1.3 as published by the Free Software
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** Foundation and appearing in the file included in the packaging of
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** this file. Please review the following information to ensure
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** the GNU Free Documentation License version 1.3 requirements
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** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\page studio-3d-custom-shaders.html
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\previouspage studio-3d-effects.html
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\nextpage studio-3d-lights.html
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\title Using Custom Shaders
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You can use the Qt Quick 3D shader utilities and commands to create your own
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effects and materials.
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For more information on using the shaders, see
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\l {Creating Custom Effects and Materials}.
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See the following tables for available shader utilities and commands.
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\section1 Available Custom Shader Utilities
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\table
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\header
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\li Custom Shader
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\li Description
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\row
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\li \l Buffer
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\li A buffer to be used for a pass of a Custom Material or an Effect.
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Specify attributes for the buffer by defining the \uicontrol Name
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and \uicontrol Format and \uicontrol {Allocation Flags} properties.
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The \uicontrol Filter property specifies the filter operation when a
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render pass is reading the buffer that differs in size in comparison
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to the current output buffer.
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The \uicontrol {Coordinate Operation} property specifies the texture
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coordinate operation for coordinates outside [0, 1] range.
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You can also specify the \uicontrol {Size Multiplier} of the buffer.
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Value of 1.0 creates buffer with the same size while 0.5 creates
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buffer with width and height halved.
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\row
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\li \l {CustomMaterial} {Custom Material}
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\li The base component for creating custom materials used to shade
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models.
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Specify the attributes of the \uicontrol {Custom Material} by
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defining the \uicontrol Transparency, \uicontrol Refraction and
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\uicontrol {Always Dirty} properties. The \uicontrol Passes property
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contains a list of render passes implemented by the material.
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The \uicontrol {Shader Info} specifies the shader info of the
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material. For more information, see \l {Creating Custom Effects and
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Materials}.
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\row
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\li \l Effect
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\li A base component for creating post-processing effects.
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The \uicontrol Passes property contains a list of render passes
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implemented by the effect. For more information, see
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\l {Creating Custom Effects and Materials}.
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\row
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\li \l Pass
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\li A render pass in a Custom Material or an Effect.
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The \uicontrol Commands property specifies the list of render
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commands of the pass. You can further define a render pass by using
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the \uicontrol Buffer and \uicontrol Shaders properties.
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\row
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\li \l Shader
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\li A container component for defining shader code used by Custom
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Materials and Effects.
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Define the \uicontrol Shader attributes by specifying the
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\uicontrol Source and \uicontrol Stage properties.
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\row
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\li \l {ShaderInfo} {Shader Info}
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\li Basic information about custom shader code for Custom Materials.
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The \uicontrol Version property specifies the shader code version,
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while the \uicontrol Type property defines the shader code type.
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The \uicontrol Key property specifies the options used by the shader
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using the combination of shader key values, such as diffuse or
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specular lighting, refraction, transparency, displacement,
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transmissiveness, glossiness, and alpha cutout.
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\row
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\li \l {TextureInput} {Texture Input}
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\li A texture channel for a Custom Material or an Effect.
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The \uicontrol Texture property specifies the texture to input, while
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the \uicontrol Enabled determines whether the texture is enabled.
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\endtable
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\section1 Available Custom Shader Commands
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\table
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\header
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\li Command
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\li Description
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\row
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\li \l Blending
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\li A pass command that specifies the source blending function.
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Use the \uicontrol Source and \uicontrol Destination to further
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define the function.
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\row
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\li \l {BufferBlit} {Buffer Blit}
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\li A copy operation between two buffers in a pass of a Custom Material
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or an Effect.
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Define the source and the destination buffer of the copy-operation
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by using the \uicontrol Source and \uicontrol Destination
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properties.
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\row
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\li \l {BufferInput} {Buffer Input}
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\li An input buffer to be used for a pass of a Custom Material or an
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Effect.
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The \uicontrol Buffer property specifies the buffer used for the
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parameter. The \uicontrol Parameter specifies the name of the input
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parameter in the shader.
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\row
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\li \l {CullMode} {Cull Mode}
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\li A culling mode for a render pass.
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The \uicontrol Mode specifies the culling mode in a pass when the
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\uicontrol {State} property of the \uicontrol {Render State} is
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set to \uicontrol CullFace.
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\row
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\li \l {DepthInput} {Depth Input}
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\li An output texture for the depth buffer.
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The \uicontrol Parameter property specifies the name of the texture
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the depth buffer will bind to.
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\row
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\li \l {RenderState} {Render State}
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\li The render state to be enabled or disabled in a pass of a Custom
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Material or an Effect.
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The \uicontrol State property specifies the render state to
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enable or disable in a pass.
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\row
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\li \l {SetUniformValue} {Set Uniform Value}
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\li A value to be set during a single pass.
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The \uicontrol Target property specifies the name of the uniform
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that will have its value changed during the pass, while the
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\uicontrol Value specifies the value that will be set on the target
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uniform.
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\endtable
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*/
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