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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
++
++ // Tests that materialMode: RenderPass.OverrideMaterial works correctly inside
++ // a SubRenderPass. The sphere and cube have blue/red materials, but the
++ // sub-pass should override them with a flat green, so the output must be green.
++
++ Rectangle {
++ width: 400
++ height: 400
++ color: Qt.rgba(0, 0, 0, 1)
++
++ View3D {
++ anchors.fill: parent
++ renderOverrides: View3D.DisableInternalPasses
++
++ camera: PerspectiveCamera {
++ id: camera
++ position: Qt.vector3d(0, 0, 600)
++ }
++
++ DirectionalLight { }
++
++ RenderPassTexture { id: colorBuffer; format: RenderPassTexture.RGBA16F }
++
++ DefaultMaterial {
++ id: greenMat
++ lighting: DefaultMaterial.NoLighting
++ diffuseColor: "green"
++ }
++
++ RenderPass {
++ id: mainPass
++ clearColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
++ commands: [
++ ColorAttachment { target: colorBuffer },
++ DepthStencilAttachment { },
++
++ // Sub-pass overrides all materials with flat green.
++ // If the fix is correct the output will be green;
++ // if broken the output will use the original blue/red materials.
++ SubRenderPass {
++ renderPass: RenderPass {
++ materialMode: RenderPass.OverrideMaterial
++ overrideMaterial: greenMat
++ commands: [
++ PipelineStateOverride { depthTestEnabled: false }
++ ]
++ }
++ }
++ ]
++ }
++
++ SimpleQuadRenderer {
++ texture: Texture {
++ textureProvider: RenderOutputProvider {
++ textureSource: RenderOutputProvider.UserPassTexture
++ renderPass: mainPass
++ }
++ }
++ }
++
++ Model {
++ source: "#Cube"
++ x: -100
++ scale: Qt.vector3d(1.5, 1.5, 1.5)
++ eulerRotation.y: 30
++ materials: PrincipledMaterial { baseColor: "blue" }
++ }
++ Model {
++ source: "#Sphere"
++ x: 100
++ scale: Qt.vector3d(1.5, 1.5, 1.5)
++ materials: PrincipledMaterial { baseColor: "red" }
++ }
++ }
++ }