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** This file is part of Qt Quick 3D.
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import QtQuick 2.15
import QtQuick3D 1.15
import QtQuick3D.Materials 1.15
CustomMaterial {
property bool uEnvironmentMappingEnabled: true
property bool uShadowMappingEnabled: false
property vector3d tiling: Qt.vector3d(3, 3, 3)
property real brushing_strength: 0.5
property real reflection_stretch: 0.5
property vector3d metal_color: Qt.vector3d(0.95, 0.95, 0.95)
property real bump_amount: 0.4
// <Property formalName="Roughness Map U" name="roughness_texture_u" description="Horizontal roughness texture" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="roughness" default="./maps/materials/brushed_full_contrast.png" category="Material"/>
// <Property formalName="Roughness Map V" name="roughness_texture_v" description="Vertical roughness texture" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="roughness" default="./maps/materials/brushed_full_contrast.png" category="Material"/>
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 brush_texture: TextureInput {
enabled: true
texture: Texture {
id: brushTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/brushed_full_contrast.png"
}
}
property TextureInput roughness_texture_u: TextureInput {
enabled: true
texture: Texture {
id: roughnessUTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/brushed_full_contrast.png"
}
}
property TextureInput roughness_texture_v: TextureInput {
enabled: true
texture: Texture {
id: roughnessVTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/brushed_full_contrast.png"
}
}
property TextureInput bump_texture: TextureInput {
enabled: true
texture: Texture {
id: bumpTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/brushed_a.png"
}
}
Shader {
id: aluminumBrushedFragShader
stage: Shader.Fragment
shader: "shaders/aluminumBrushed.frag"
}
passes: [
Pass {
shaders: aluminumBrushedFragShader
}
]
}