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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Material {
id: root
property color ambient: Qt.rgba(0.15, 0.35, 0.50, 1.0)
property alias diffuse: diffuseTextureImage.source
property alias normal: normalTextureImage.source
property alias wave: waveTextureImage.source
property alias specular: specularTextureImage.source
property alias sky: skyTextureImage.source
property alias foam: foamTextureImage.source
property color specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
property real shininess: 150.0
property real textureScale: 1.0
property real offsetx: 0.0
property real offsety: 0.0
property real wavescale: 0.0
property real specularity: 1.0
property real waveheight: 0.1
property real waveStrenght: 0.1
property real normalAmount: 2.0
property real waveRandom: 1.0
parameters: [
Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
Parameter {
name: "foamTexture"
value: Texture2D {
id: foamTexture
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.Repeat
y: WrapMode.Repeat
}
generateMipMaps: true
maximumAnisotropy: 16.0
TextureImage { id: foamTextureImage }
}
},
Parameter {
name: "skyTexture"
value: Texture2D {
id: skyTexture
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.Repeat
y: WrapMode.Repeat
}
generateMipMaps: true
maximumAnisotropy: 16.0
TextureImage { id: skyTextureImage }
}
},
Parameter {
name: "waveTexture"
value: Texture2D {
id: waveTexture
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.Repeat
y: WrapMode.Repeat
}
generateMipMaps: true
maximumAnisotropy: 16.0
TextureImage { id: waveTextureImage }
}
},
Parameter {
name: "specularTexture"
value: Texture2D {
id: specularTexture
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.Repeat
y: WrapMode.Repeat
}
generateMipMaps: true
maximumAnisotropy: 16.0
TextureImage { id: specularTextureImage }
}
},
Parameter {
name: "diffuseTexture"
value: Texture2D {
id: diffuseTexture
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.Repeat
y: WrapMode.Repeat
}
generateMipMaps: true
maximumAnisotropy: 16.0
TextureImage { id: diffuseTextureImage }
}
},
Parameter {
name: "normalTexture"
value: Texture2D {
id: normalTexture
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.Repeat
y: WrapMode.Repeat
}
generateMipMaps: true
maximumAnisotropy: 16.0
TextureImage { id: normalTextureImage }
}
},
Parameter {
name: "specularColor"
value: Qt.vector3d(root.specularColor.r, root.specularColor.g, root.specularColor.b)
},
Parameter { name: "shininess"; value: root.shininess },
Parameter { name: "texCoordScale"; value: textureScale },
Parameter { name: "offsetx"; value: root.offsetx },
Parameter { name: "offsety"; value: root.offsety },
Parameter { name: "vertYpos"; value: root.wavescale },
Parameter { name: "specularity"; value: root.specularity },
Parameter { name: "waveheight"; value: root.waveheight },
Parameter { name: "waveStrenght"; value: root.waveStrenght },
Parameter { name: "waveRandom"; value: root.waveRandom },
Parameter { name: "normalAmount"; value: root.normalAmount }
]
effect: Effect {
property string vertex: "qrc:/shaders/gl3/water.vert"
property string fragment: "qrc:/shaders/gl3/water.frag"
property string vertexES: "qrc:/shaders/es2/water.vert"
property string fragmentES: "qrc:/shaders/es2/water.frag"
property string vertexRHI: "qrc:/shaders/rhi/water.vert"
property string fragmentRHI: "qrc:/shaders/rhi/water.frag"
FilterKey {
id: forward
name: "renderingStyle"
value: "forward"
}
ShaderProgram {
id: gl3Shader
vertexShaderCode: loadSource(parent.vertex)
fragmentShaderCode: loadSource(parent.fragment)
}
ShaderProgram {
id: esShader
vertexShaderCode: loadSource(parent.vertexES)
fragmentShaderCode: loadSource(parent.fragmentES)
}
ShaderProgram {
id: rhiShader
vertexShaderCode: loadSource(parent.vertexRHI)
fragmentShaderCode: loadSource(parent.fragmentRHI)
}
AlphaCoverage { id: alphaCoverage }
DepthTest {
id: depth
depthFunction: DepthTest.Less }
techniques: [
// OpenGL 3.1
Technique {
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 1
}
renderPasses: RenderPass {
shaderProgram: gl3Shader
renderStates: [alphaCoverage ]
}
},
// OpenGLES 2.0
Technique {
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: esShader
renderStates: [ alphaCoverage ]
}
},
// OpenGL ES 2
Technique {
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: esShader
renderStates: [ alphaCoverage ]
}
},
// RHI
Technique {
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.RHI
profile: GraphicsApiFilter.NoProfile
majorVersion: 1
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: rhiShader
renderStates: [ alphaCoverage ]
}
}
]
}
}
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