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| ** |
| ** Copyright (C) 2019 The Qt Company Ltd. |
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| ** |
| ** This file is part of Qt Quick 3D. |
| ** |
| ** $QT_BEGIN_LICENSE:GPL$ |
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| ** GNU General Public License Usage |
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| ****************************************************************************/ |
| |
| import QtQuick 2.14 |
| import QtQuick3D 1.14 |
| import QtQuick3D.Materials 1.14 |
| |
| CustomMaterial { |
| // These properties names need to match the ones in the shader code! |
| property real roughness: 0.0 |
| property real blur_size: 8.0 |
| property real refract_depth: 5 |
| property bool uEnvironmentMappingEnabled: true |
| property bool uShadowMappingEnabled: false |
| property real glass_bfactor: 0.0 |
| property bool glass_binside: false |
| property real uFresnelPower: 1.0 |
| property real reflectivity_amount: 1.0 |
| property real glass_ior: 1.5 |
| property real intLightFall: 2.0 |
| property real intLightRot: 0.0 |
| property real intLightBrt: 0.0 |
| property real bumpScale: 0.5 |
| property int bumpBands: 1 |
| property vector3d bumpCoords: Qt.vector3d(1.0, 1.0, 1.0) |
| property vector2d intLightPos: Qt.vector2d(0.5, 0.0) |
| property vector3d glass_color: Qt.vector3d(0.9, 0.9, 0.9) |
| property vector3d intLightCol: Qt.vector3d(0.9, 0.9, 0.9) |
| hasTransparency: true |
| |
| shaderInfo: ShaderInfo { |
| version: "330" |
| type: "GLSL" |
| shaderKey: ShaderInfo.Refraction | ShaderInfo.Glossy |
| } |
| |
| property TextureInput glass_bump: TextureInput { |
| enabled: true |
| texture: Texture { |
| id: glassBumpMap |
| source: "maps/spherical_checker.png" |
| } |
| } |
| |
| property TextureInput uEnvironmentTexture: TextureInput { |
| enabled: uEnvironmentMappingEnabled |
| texture: Texture { |
| id: envImage |
| source: "maps/spherical_checker.png" |
| } |
| } |
| property TextureInput uBakedShadowTexture: TextureInput { |
| enabled: uShadowMappingEnabled |
| texture: Texture { |
| id: shadowImage |
| source: "maps/shadow.png" |
| } |
| } |
| property TextureInput randomGradient1D: TextureInput { |
| texture: Texture { |
| tilingModeHorizontal: Texture.Repeat |
| tilingModeVertical: Texture.Repeat |
| source: "maps/randomGradient1D.png" |
| } |
| } |
| property TextureInput randomGradient2D: TextureInput { |
| texture: Texture { |
| tilingModeHorizontal: Texture.Repeat |
| tilingModeVertical: Texture.Repeat |
| source: "maps/randomGradient2D.png" |
| } |
| } |
| property TextureInput randomGradient3D: TextureInput { |
| texture: Texture { |
| tilingModeHorizontal: Texture.Repeat |
| tilingModeVertical: Texture.Repeat |
| source: "maps/randomGradient3D.png" |
| } |
| } |
| property TextureInput randomGradient4D: TextureInput { |
| texture: Texture { |
| tilingModeHorizontal: Texture.Repeat |
| tilingModeVertical: Texture.Repeat |
| source: "maps/randomGradient4D.png" |
| } |
| } |
| |
| Shader { |
| id: mainShader |
| stage: Shader.Fragment |
| shader: "shaders/frostedThinGlass.frag" |
| } |
| Shader { |
| id: noopShader |
| stage: Shader.Fragment |
| shader: "shaders/frostedThinGlassNoop.frag" |
| } |
| Shader { |
| id: preBlurShader |
| stage: Shader.Fragment |
| shader: "shaders/frostedThinGlassPreBlur.frag" |
| } |
| Shader { |
| id: blurXShader |
| stage: Shader.Fragment |
| shader: "shaders/frostedThinGlassBlurX.frag" |
| } |
| Shader { |
| id: blurYShader |
| stage: Shader.Fragment |
| shader: "shaders/frostedThinGlassBlurY.frag" |
| } |
| |
| Buffer { |
| id: frameBuffer |
| name: "frameBuffer" |
| format: Buffer.Unknown |
| textureFilterOperation: Buffer.Linear |
| textureCoordOperation: Buffer.ClampToEdge |
| sizeMultiplier: 1.0 |
| bufferFlags: Buffer.None // aka frame |
| } |
| |
| Buffer { |
| id: dummyBuffer |
| name: "dummyBuffer" |
| format: Buffer.RGBA8 |
| textureFilterOperation: Buffer.Linear |
| textureCoordOperation: Buffer.ClampToEdge |
| sizeMultiplier: 1.0 |
| bufferFlags: Buffer.None // aka frame |
| } |
| |
| Buffer { |
| id: tempBuffer |
| name: "tempBuffer" |
| format: Buffer.RGBA16F |
| textureFilterOperation: Buffer.Linear |
| textureCoordOperation: Buffer.ClampToEdge |
| sizeMultiplier: 0.5 |
| bufferFlags: Buffer.None // aka frame |
| } |
| |
| Buffer { |
| id: blurYBuffer |
| name: "tempBlurY" |
| format: Buffer.RGBA16F |
| textureFilterOperation: Buffer.Linear |
| textureCoordOperation: Buffer.ClampToEdge |
| sizeMultiplier: 0.5 |
| bufferFlags: Buffer.None // aka frame |
| } |
| |
| Buffer { |
| id: blurXBuffer |
| name: "tempBlurX" |
| format: Buffer.RGBA16F |
| textureFilterOperation: Buffer.Linear |
| textureCoordOperation: Buffer.ClampToEdge |
| sizeMultiplier: 0.5 |
| bufferFlags: Buffer.None // aka frame |
| } |
| |
| passes: [ Pass { |
| shaders: noopShader |
| output: dummyBuffer |
| commands: [ BufferBlit { |
| destination: frameBuffer |
| } |
| ] |
| }, Pass { |
| shaders: preBlurShader |
| output: tempBuffer |
| commands: [ BufferInput { |
| buffer: frameBuffer |
| param: "OriginBuffer" |
| } |
| ] |
| }, Pass { |
| shaders: blurXShader |
| output: blurXBuffer |
| commands: [ BufferInput { |
| buffer: tempBuffer |
| param: "BlurBuffer" |
| } |
| ] |
| }, Pass { |
| shaders: blurYShader |
| output: blurYBuffer |
| commands: [ BufferInput { |
| buffer: blurXBuffer |
| param: "BlurBuffer" |
| }, BufferInput { |
| buffer: tempBuffer |
| param: "OriginBuffer" |
| } |
| ] |
| }, Pass { |
| shaders: mainShader |
| commands: [BufferInput { |
| buffer: blurYBuffer |
| param: "refractiveTexture" |
| }, Blending { |
| srcBlending: Blending.SrcAlpha |
| destBlending: Blending.OneMinusSrcAlpha |
| } |
| ] |
| } |
| ] |
| } |