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/PlasticStructuredRedEmissiv...

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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
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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
}
]
}