ShaderProgram QML Type▲
- 
					
Import Statement: import Qt3D.Render 2.4
 - 
					
Since: Qt 5.5
 - 
					
Instantiates:: QShaderProgram
 
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 Uniform  | 
						
							 Associated Qt3D Parameter name  | 
						
							 GLSL declaration  | 
					
|---|---|---|
| 
							 ModelMatrix  | 
						
							 modelMatrix  | 
						
							 uniform mat4 modelMatrix;  | 
					
| 
							 ViewMatrix  | 
						
							 viewMatrix  | 
						
							 uniform mat4 viewMatrix;  | 
					
| 
							 ProjectionMatrix  | 
						
							 projectionMatrix  | 
						
							 uniform mat4 projectionMatrix;  | 
					
| 
							 ModelViewMatrix  | 
						
							 modelView  | 
						
							 uniform mat4 modelView;  | 
					
| 
							 ViewProjectionMatrix  | 
						
							 viewProjectionMatrix  | 
						
							 uniform mat4 viewProjectionMatrix;  | 
					
| 
							 ModelViewProjectionMatrix  | 
						
							 modelViewProjection mvp  | 
						
							 uniform mat4 modelViewProjection; uniform mat4 mvp;  | 
					
| 
							 InverseModelMatrix  | 
						
							 inverseModelMatrix  | 
						
							 uniform mat4 inverseModelMatrix;  | 
					
| 
							 InverseViewMatrix  | 
						
							 inverseViewMatrix  | 
						
							 uniform mat4 inverseViewMatrix;  | 
					
| 
							 InverseProjectionMatrix  | 
						
							 inverseProjectionMatrix  | 
						
							 uniform mat4 inverseProjectionMatrix;  | 
					
| 
							 InverseModelViewMatrix  | 
						
							 inverseModelView  | 
						
							 uniform mat4 inverseModelView;  | 
					
| 
							 InverseViewProjectionMatrix  | 
						
							 inverseViewProjectionMatrix  | 
						
							 uniform mat4 inverseViewProjectionMatrix;  | 
					
| 
							 InverseModelViewProjectionMatrix  | 
						
							 inverseModelViewProjection  | 
						
							 uniform mat4 inverseModelViewProjection;  | 
					
| 
							 ModelNormalMatrix  | 
						
							 modelNormalMatrix  | 
						
							 uniform mat3 modelNormalMatrix;  | 
					
| 
							 ModelViewNormalMatrix  | 
						
							 modelViewNormal  | 
						
							 uniform mat3 modelViewNormal;  | 
					
| 
							 ViewportMatrix  | 
						
							 viewportMatrix  | 
						
							 uniform mat4 viewportMatrix;  | 
					
| 
							 InverseViewportMatrix  | 
						
							 inverseViewportMatrix  | 
						
							 uniform mat4 inverseViewportMatrix;  | 
					
| 
							 AspectRatio (surface width / surface height)  | 
						
							 aspectRatio  | 
						
							 uniform float aspectRatio;  | 
					
| 
							 Exposure  | 
						
							 exposure  | 
						
							 uniform float exposure;  | 
					
| 
							 Gamma  | 
						
							 gamma  | 
						
							 uniform float gamma;  | 
					
| 
							 Time (in nano seconds)  | 
						
							 time  | 
						
							 uniform float time;  | 
					
| 
							 EyePosition  | 
						
							 eyePosition  | 
						
							 uniform vec3 eyePosition;  | 
					
| 
							 SkinningPalette  | 
						
							 skinningPalette[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.
[since 5.15] format : enumeration▲
Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL
This property was introduced in Qt 5.15.
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.
[read-only] log : string▲
Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program.
[read-only] status : enumeration▲
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.


