hyb
2026-01-07 c7f60dc7e9a36596f0e0d1787bd0cca4e9b57bcb
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
/****************************************************************************
**
** 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 real roughness: 0.0
    property real blur_size: 8.0
    property real refract_depth: 5
    property bool uEnvironmentMappingEnabled: true
    property bool uShadowMappingEnabled: false
    property real glass_bfactor: 0.0
    property bool glass_binside: false
    property real uFresnelPower: 1.0
    property real reflectivity_amount: 1.0
    property real glass_ior: 1.5
    property real intLightFall: 2.0
    property real intLightRot: 0.0
    property real intLightBrt: 0.0
    property real bumpScale: 0.5
    property int bumpBands: 1
    property vector3d bumpCoords: Qt.vector3d(1.0, 1.0, 1.0)
    property vector2d intLightPos: Qt.vector2d(0.5, 0.0)
    property vector3d glass_color: Qt.vector3d(0.9, 0.9, 0.9)
    property vector3d intLightCol: Qt.vector3d(0.9, 0.9, 0.9)
    hasTransparency: true
 
    shaderInfo: ShaderInfo {
        version: "330"
        type: "GLSL"
        shaderKey: ShaderInfo.Refraction | ShaderInfo.Glossy
    }
 
    property TextureInput glass_bump: TextureInput {
        enabled: true
        texture: Texture {
            id: glassBumpMap
            source: "maps/spherical_checker.png"
        }
    }
 
    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 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: mainShader
        stage: Shader.Fragment
        shader: "shaders/frostedThinGlass.frag"
    }
    Shader {
        id: noopShader
        stage: Shader.Fragment
        shader: "shaders/frostedThinGlassNoop.frag"
    }
    Shader {
        id: preBlurShader
        stage: Shader.Fragment
        shader: "shaders/frostedThinGlassPreBlur.frag"
    }
    Shader {
        id: blurXShader
        stage: Shader.Fragment
        shader: "shaders/frostedThinGlassBlurX.frag"
    }
    Shader {
        id: blurYShader
        stage: Shader.Fragment
        shader: "shaders/frostedThinGlassBlurY.frag"
    }
 
    Buffer {
        id: frameBuffer
        name: "frameBuffer"
        format: Buffer.Unknown
        textureFilterOperation: Buffer.Linear
        textureCoordOperation: Buffer.ClampToEdge
        sizeMultiplier: 1.0
        bufferFlags: Buffer.None // aka frame
    }
 
    Buffer {
        id: dummyBuffer
        name: "dummyBuffer"
        format: Buffer.RGBA8
        textureFilterOperation: Buffer.Linear
        textureCoordOperation: Buffer.ClampToEdge
        sizeMultiplier: 1.0
        bufferFlags: Buffer.None // aka frame
    }
 
    Buffer {
        id: tempBuffer
        name: "tempBuffer"
        format: Buffer.RGBA16F
        textureFilterOperation: Buffer.Linear
        textureCoordOperation: Buffer.ClampToEdge
        sizeMultiplier: 0.5
        bufferFlags: Buffer.None // aka frame
    }
 
    Buffer {
        id: blurYBuffer
        name: "tempBlurY"
        format: Buffer.RGBA16F
        textureFilterOperation: Buffer.Linear
        textureCoordOperation: Buffer.ClampToEdge
        sizeMultiplier: 0.5
        bufferFlags: Buffer.None // aka frame
    }
 
    Buffer {
        id: blurXBuffer
        name: "tempBlurX"
        format: Buffer.RGBA16F
        textureFilterOperation: Buffer.Linear
        textureCoordOperation: Buffer.ClampToEdge
        sizeMultiplier: 0.5
        bufferFlags: Buffer.None // aka frame
    }
 
    passes: [ Pass {
            shaders: noopShader
            output: dummyBuffer
            commands: [ BufferBlit {
                    destination: frameBuffer
                }
            ]
        }, Pass {
            shaders: preBlurShader
            output: tempBuffer
            commands: [ BufferInput {
                    buffer: frameBuffer
                    param: "OriginBuffer"
                }
            ]
        }, Pass {
            shaders: blurXShader
            output: blurXBuffer
            commands: [ BufferInput {
                    buffer: tempBuffer
                    param: "BlurBuffer"
                }
            ]
        }, Pass {
            shaders: blurYShader
            output: blurYBuffer
            commands: [ BufferInput {
                    buffer: blurXBuffer
                    param: "BlurBuffer"
                }, BufferInput {
                    buffer: tempBuffer
                    param: "OriginBuffer"
                }
            ]
        }, Pass {
            shaders: mainShader
            commands: [BufferInput {
                    buffer: blurYBuffer
                    param: "refractiveTexture"
                }, Blending {
                    srcBlending: Blending.SrcAlpha
                    destBlending: Blending.OneMinusSrcAlpha
                }
            ]
        }
    ]
}