blob: 8a0af0576953a8af69c80688cb7ea0ccf0b70c7c [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.14
import QtQuick3D 1.14
import QtQuick3D.Materials 1.14
CustomMaterial {
property bool uEnvironmentMappingEnabled: true
property bool uShadowMappingEnabled: false
property real reflection_map_offset: 0.5
property real reflection_map_scale: 0.3
property vector3d tiling: Qt.vector3d(1, 1, 1)
property real roughness_map_offset: 0.16
property real roughness_map_scale: 0.4
property vector3d metal_color: Qt.vector3d(0.95, 0.95, 0.95)
property real intensity: 1.0
property vector3d emission_color: Qt.vector3d(0, 0, 0)
property vector3d emissive_mask_offset: Qt.vector3d(0, 0, 0)
property real bump_amount: 0.5
shaderInfo: ShaderInfo {
version: "330"
type: "GLSL"
shaderKey: ShaderInfo.Glossy
}
property TextureInput uEnvironmentTexture: TextureInput {
id: uEnvironmentTexture
enabled: uEnvironmentMappingEnabled
texture: Texture {
id: envImage
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/spherical_checker.png"
}
}
property TextureInput uBakedShadowTexture: TextureInput {
enabled: uShadowMappingEnabled
texture: Texture {
id: shadowImage
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/shadow.png"
}
}
property TextureInput reflection_texture: TextureInput {
enabled: true
texture: Texture {
id: reflectionTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/grunge_b.png"
}
}
property TextureInput roughness_texture: TextureInput {
enabled: true
texture: Texture {
id: roughnessTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/grunge_d.png"
}
}
property TextureInput emissive_texture: TextureInput {
id: emissiveTexture
enabled: true
texture: Texture {
id: emissiveImage
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/emissive.png"
}
}
property TextureInput emissive_mask_texture: TextureInput {
id: emissiveMaskTexture
enabled: true
texture: Texture {
id: emissiveMaskImage
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/emissive_mask.png"
}
}
property TextureInput bump_texture: TextureInput {
enabled: true
texture: Texture {
id: bumpTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/grunge_d.png"
}
}
Shader {
id: aluminumEmissiveShader
stage: Shader.Fragment
shader: "shaders/aluminumEmissive.frag"
}
passes: [
Pass {
shaders: aluminumEmissiveShader
}
]
}