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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: "black"
++ }
++
++ PerspectiveCamera {
++ position: Qt.vector3d(0, 0, 300)
++ }
++
++ DirectionalLight {
++ eulerRotation.x: -30
++ eulerRotation.y: 45
++ }
++
++ RenderPassTexture {
++ id: outputTexture
++ format: RenderPassTexture.RGBA16F
++ }
++
++ RenderPassTexture {
++ id: depthTexture
++ format: RenderPassTexture.Depth24Stencil8
++ }
++
++ // Test PipelineStateOverride with cullMode = Front
++ // This culls front faces and shows back faces (inside of cube)
++ // With lighting, back faces will appear darker/different than front faces
++ // Without PipelineStateOverride working, we'd see normal front faces
++ RenderPass {
++ id: cullFrontPass
++ objectName: "cullFrontPass"
++ materialMode: RenderPass.OriginalMaterial
++ clearColor: "black"
++
++ commands: [
++ ColorAttachment { target: outputTexture },
++ DepthTextureAttachment { target: depthTexture },
++ PipelineStateOverride {
++ cullMode: PipelineStateOverride.Front
++ }
++ ]
++ }
++
++ SimpleQuadRenderer {
++ texture: Texture {
++ textureProvider: RenderOutputProvider {
++ textureSource: RenderOutputProvider.UserPassTexture
++ renderPass: cullFrontPass
++ attachmentSelector: RenderOutputProvider.Attachment0
++ }
++ }
++ }
++
++ // White cube with lighting
++ // Back faces will be darker than front faces due to lighting direction
++ Model {
++ source: "#Cube"
++ materials: PrincipledMaterial {
++ baseColor: "white"
++ metalness: 0.0
++ roughness: 0.8
++ }
++ }
++ }
++ }