/**************************************************************************** ** ** 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 2.15 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 // // 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 } ] }