/**************************************************************************** ** ** 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 { // 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 } ] } ] }