/**************************************************************************** ** ** 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 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 roughness: 0.0 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" } } Shader { id: simpleGlassRefractiveFragShader stage: Shader.Fragment shader: "shaders/simpleGlassRefractive.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: simpleGlassRefractiveFragShader commands: [ BufferBlit { destination: tempBuffer }, BufferInput { buffer: tempBuffer param: "refractiveTexture" }, Blending { srcBlending: Blending.SrcAlpha destBlending: Blending.OneMinusSrcAlpha } ] } ] }