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** This file is part of Qt Quick 3D.
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import QtQuick 2.13
import QtQuick3D 1.14
import QtQuick3D.Materials 1.14
CustomMaterial {
property bool uEnvironmentMappingEnabled: true
property bool uShadowMappingEnabled: false
property real material_ior: 2.5
property real anisotropy: 0.8
property vector2d texture_tiling: Qt.vector2d(8, 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 diffuse_texture: TextureInput {
enabled: true
texture: Texture {
id: diffuseTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/concentric_milled_steel.png"
}
}
property TextureInput anisotropy_rot_texture: TextureInput {
enabled: true
texture: Texture {
id: anisoTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/concentric_milled_steel_aniso.png"
}
}
Shader {
id: steelMilledConcentricFragShader
stage: Shader.Fragment
shader: "shaders/steelMilledConcentric.frag"
}
passes: [
Pass {
shaders: steelMilledConcentricFragShader
}
]
}