/**************************************************************************** ** ** 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 roughness: 0.25 property real material_ior: 1.46 property real intensity: 1.0 property real texture_scaling: 0.1 property real bump_factor: 0.4 property vector3d diffuse_color: Qt.vector3d(0.451, 0.04, 0.035) property vector3d emission_color: Qt.vector3d(0.0, 0.0, 0.0) shaderInfo: ShaderInfo { version: "330" type: "GLSL" shaderKey: ShaderInfo.Glossy | ShaderInfo.Diffuse } 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 emissive_texture: TextureInput { id: emissiveTexture enabled: true texture: Texture { id: emissiveImage tilingModeHorizontal: Texture.Repeat tilingModeVertical: Texture.Repeat source: "maps/emissive.png" } } property TextureInput emissive_mask_texture: TextureInput { id: emissiveMaskTexture enabled: true texture: Texture { id: emissiveMaskImage tilingModeHorizontal: Texture.Repeat tilingModeVertical: Texture.Repeat source: "maps/emissive_mask.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: plasticStructuredRedEmissiveFragShader stage: Shader.Fragment shader: "shaders/plasticStructuredRedEmissive.frag" } passes: [ Pass { shaders: plasticStructuredRedEmissiveFragShader } ] }