A PyQT GUI application for converting InfoLease report outputs into Excel files. Handles parsing and summarizing. Learns where files are meant to be store and compiles monthly and yearly summaries.
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InfoLeaseExtract/venv/Lib/site-packages/PyQt5/Qt5/qml/QtQuick3D/Materials/FrostedGlassMaterial.qml

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/****************************************************************************
**
** 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
}
]
}
]
}