ShaderProgram QML Type▲
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					Import Statement: import Qt3D.Render 2.6 
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					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.
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.
[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.




