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** This file is part of Qt Quick 3D.
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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
        }
    ]
}