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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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import QtQuick 2.14
import QtQuick3D 1.14
import QtQuick3D.Materials 1.14
CustomMaterial {
property real roughness: 0.0
property real blur_size: 8.0
property bool uEnvironmentMappingEnabled: true
property bool uShadowMappingEnabled: false
property real uFresnelPower: 1.0
property real reflectivity_amount: 1.0
property real glass_ior: 1.5
property real bumpScale: 0.5
property real noiseScale: 2.0
property int bumpBands: 1
property vector3d noiseCoords: Qt.vector3d(1.0, 1.0, 1.0)
property vector3d bumpCoords: Qt.vector3d(1.0, 1.0, 1.0)
property vector3d glass_color: Qt.vector3d(0.9, 0.9, 0.9)
hasTransparency: true
shaderInfo: ShaderInfo {
version: "330"
type: "GLSL"
shaderKey: ShaderInfo.Refraction | ShaderInfo.Glossy
}
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: frostedGlassSpFragShader
stage: Shader.Fragment
shader: "shaders/frostedThinGlassSp.frag"
}
Buffer {
id: tempBuffer
name: "temp_buffer"
format: Buffer.Unknown
textureFilterOperation: Buffer.Linear
textureCoordOperation: Buffer.ClampToEdge
sizeMultiplier: 1.0
bufferFlags: Buffer.None // aka frame
}
passes: [ Pass {
shaders: frostedGlassSpFragShader
commands: [ BufferBlit {
destination: tempBuffer
}, BufferInput {
buffer: tempBuffer
param: "refractiveTexture"
}, Blending {
srcBlending: Blending.SrcAlpha
destBlending: Blending.OneMinusSrcAlpha
}
]
}
]
}