/**************************************************************************** ** ** 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 uShadowMappingEnabled: false property real bump_amount: 0.5 property real uTranslucentFalloff: 0.0 property real uDiffuseLightWrap: 0.0 property real uOpacity: 100.0 property real transmission_weight: 0.2 property real reflection_weight: 0.8 property vector2d texture_tiling: Qt.vector2d(1.0, 1.0) property vector3d paper_color: Qt.vector3d(0.531, 0.531, 0.531) shaderInfo: ShaderInfo { version: "330" type: "GLSL" shaderKey: ShaderInfo.Transmissive | ShaderInfo.Diffuse } property TextureInput uBakedShadowTexture: TextureInput { enabled: uShadowMappingEnabled texture: Texture { id: shadowImage source: "maps/shadow.png" } } property TextureInput diffuse_texture: TextureInput { enabled: true texture: Texture { tilingModeHorizontal: Texture.Repeat tilingModeVertical: Texture.Repeat source: "maps/paper_diffuse.png" } } property TextureInput bump_texture: TextureInput { enabled: true texture: Texture { tilingModeHorizontal: Texture.Repeat tilingModeVertical: Texture.Repeat source: "maps/paper_diffuse.png" } } property TextureInput transmission_texture: TextureInput { enabled: true texture: Texture { tilingModeHorizontal: Texture.Repeat tilingModeVertical: Texture.Repeat source: "maps/paper_trans.png" } } Shader { id: paperOfficeFragShader stage: Shader.Fragment shader: "shaders/paperOffice.frag" } passes: [ Pass { shaders: paperOfficeFragShader } ] }