ShaderProgram QML Type

Encapsulates a Shader Program. More...

Import Statement: import Qt3D.Render 2.9
In C++: QShaderProgram
Status: Deprecated



Detailed Description

ShaderProgram class encapsulates a shader program. A shader program consists of several different shaders, such as vertex and fragment shaders.

Qt3D will automatically populate a set of default uniforms if they are encountered during the shader instrospection phase.

Default UniformAssociated Qt3D Parameter nameGLSL declaration
ModelMatrixmodelMatrixuniform mat4 modelMatrix;
ViewMatrixviewMatrixuniform mat4 viewMatrix;
ProjectionMatrixprojectionMatrixuniform mat4 projectionMatrix;
ModelViewMatrixmodelViewuniform mat4 modelView;
ViewProjectionMatrixviewProjectionMatrixuniform mat4 viewProjectionMatrix;
uniform mat4 modelViewProjection;
uniform mat4 mvp;
InverseModelMatrixinverseModelMatrixuniform mat4 inverseModelMatrix;
InverseViewMatrixinverseViewMatrixuniform mat4 inverseViewMatrix;
InverseProjectionMatrixinverseProjectionMatrixuniform mat4 inverseProjectionMatrix;
InverseModelViewMatrixinverseModelViewuniform mat4 inverseModelView;
InverseViewProjectionMatrixinverseViewProjectionMatrixuniform mat4 inverseViewProjectionMatrix;
InverseModelViewProjectionMatrixinverseModelViewProjectionuniform mat4 inverseModelViewProjection;
ModelNormalMatrixmodelNormalMatrixuniform mat3 modelNormalMatrix;
ModelViewNormalMatrixmodelViewNormaluniform mat3 modelViewNormal;
ViewportMatrixviewportMatrixuniform mat4 viewportMatrix;
InverseViewportMatrixinverseViewportMatrixuniform mat4 inverseViewportMatrix;
(surface width / surface height)
aspectRatiouniform float aspectRatio;
Exposureexposureuniform float exposure;
Gammagammauniform float gamma;
(in nano seconds)
timeuniform float time;
EyePositioneyePositionuniform vec3 eyePosition;
SkinningPaletteskinningPalette[0]const int maxJoints = 100;
uniform mat4 skinningPalette[maxJoints];

RHI Support

When writing GLSL 450 shader code to use with Qt 3D's RHI backend, the default uniforms will be provided as 2 uniform buffer objects.

The binding locations for these is set to bindings 0 for RenderView uniforms and 1 for Command uniforms.

#version 450 core

layout(location = 0) in vec3 vertexPosition;

layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 uncorrectedProjectionMatrix;
  mat4 clipCorrectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
  float yUpInNDC;
  float yUpInFBO;

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 modelViewProjection;
  mat4 inverseModelViewProjectionMatrix;

void main()
    gl_Position = (projectionMatrix * viewMatrix * modelMatrix * vertexPosition);

For user defined uniform buffer object, use binding starting at 2 or auto to let Qt 3D work out the binding automatically. Make sure to remain consistent between the different shader stages.

#version 450 core

layout(std140, binding = auto) uniform my_uniforms {
  vec4 myColor;

layout(location=0) out vec4 fragColor;

void main()
    fragColor = myColor;

There is no change involved when it comes to feeding values to uniforms.

For the above example, setting myColor could be done with:

Parameter { name: "myColor"; value: "blue" }

Textures still have to be defined as standalone uniforms.

#version 450 core

layout(binding=0) uniform sampler2D source;

layout(location=0) out vec4 fragColor;

void main()
    fragColor = texture(source, vec2(0.5, 0.5));

Property Documentation

computeShaderCode : string

Holds the compute shader code used by this shader program.

computeShaderGraph : string

Holds the URL to the compute shader graph used by this shader program builder.

format : enumeration

Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL

fragmentShaderCode : string

Holds the fragment shader code used by this shader program.

fragmentShaderGraph : string

Holds the URL to the fragment shader graph used by this shader program builder.

geometryShaderCode : string

Holds the geometry shader code used by this shader program.

geometryShaderGraph : string

Holds the URL to the geometry shader graph used by this shader program builder.

log : string [read-only]

Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.

status : enumeration [read-only]

Holds the status of the current shader program.

tessellationControlShaderCode : string

Holds the tesselation control shader code used by this shader program.

tessellationControlShaderGraph : string

Holds the URL to the tesselation control shader graph used by this shader program builder.

tessellationEvaluationShaderCode : string

Holds the tesselation evaluation shader code used by this shader program.

tessellationEvaluationShaderGraph : string

Holds the URL to the tesselation evaluation shader graph used by this shader program builder.

vertexShaderCode : string

Holds the vertex shader code used by this shader program.

vertexShaderGraph : string

Holds the URL to the vertex shader graph used by this shader program builder.

Method Documentation

string loadSource(url sourceUrl)

Returns the shader code loaded from sourceUrl.

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