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++ // Copyright (C) 2026 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ import QtQuick
++ import QtQuick3D
++ import QtQuick3D.Helpers
++
++ Item {
++ width: 400
++ height: 400
++
++ View3D {
++ id: view3D
++ anchors.fill: parent
++ renderOverrides: View3D.DisableInternalPasses
++
++ environment: SceneEnvironment {
++ backgroundMode: SceneEnvironment.Color
++ clearColor: "white" // White environment (should not be seen)
++ }
++
++ PerspectiveCamera {
++ position: Qt.vector3d(0, 0, 500)
++ }
++
++ DirectionalLight {}
++
++ RenderPassTexture {
++ id: outputTexture
++ format: RenderPassTexture.RGBA8
++ }
++
++ // Render pass that filters by layer (only Layer0 and Layer1)
++ // Uses gray background to prove pass is active
++ RenderPass {
++ id: layerPass
++ materialMode: RenderPass.OriginalMaterial
++ clearColor: "gray" // Gray background (proves pass is used)
++
++ commands: [
++ ColorAttachment { target: outputTexture },
++ DepthStencilAttachment {},
++ RenderablesFilter {
++ layerMask: ContentLayer.Layer0 | ContentLayer.Layer1
++ }
++ ]
++ }
++
++ SimpleQuadRenderer {
++ texture: Texture {
++ textureProvider: RenderOutputProvider {
++ textureSource: RenderOutputProvider.UserPassTexture
++ renderPass: layerPass
++ attachmentSelector: RenderOutputProvider.Attachment0
++ }
++ }
++ }
++
++ // This should be visible (Layer0)
++ Model {
++ layers: ContentLayer.Layer0
++ source: "#Cube"
++ position: Qt.vector3d(-100, 0, 0)
++ materials: PrincipledMaterial {
++ baseColor: "red"
++ }
++ }
++
++ // This should be visible (Layer1)
++ Model {
++ layers: ContentLayer.Layer1
++ source: "#Sphere"
++ position: Qt.vector3d(100, 0, 0)
++ materials: PrincipledMaterial {
++ baseColor: "green"
++ }
++ }
++
++ // This should NOT be visible (Layer2, filtered out)
++ Model {
++ layers: ContentLayer.Layer2
++ source: "#Cone"
++ position: Qt.vector3d(0, 100, 0)
++ materials: PrincipledMaterial {
++ baseColor: "blue"
++ }
++ }
++ }
++ }