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.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
InfoLeaseExtract/venv/Lib/site-packages/PyQt5/Qt5/qml/QtQuick3D/Materials/SteelMilledConcentricMateri...

96 lines
3.3 KiB

/****************************************************************************
**
** 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 {
property bool uEnvironmentMappingEnabled: true
property bool uShadowMappingEnabled: false
property real material_ior: 2.5
property real anisotropy: 0.8
property vector2d texture_tiling: Qt.vector2d(8, 5)
shaderInfo: ShaderInfo {
version: "330"
type: "GLSL"
shaderKey: ShaderInfo.Glossy
}
property TextureInput uEnvironmentTexture: TextureInput {
id: uEnvironmentTexture
enabled: uEnvironmentMappingEnabled
texture: Texture {
id: envImage
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/spherical_checker.png"
}
}
property TextureInput uBakedShadowTexture: TextureInput {
enabled: uShadowMappingEnabled
texture: Texture {
id: shadowImage
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/shadow.png"
}
}
property TextureInput diffuse_texture: TextureInput {
enabled: true
texture: Texture {
id: diffuseTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/concentric_milled_steel.png"
}
}
property TextureInput anisotropy_rot_texture: TextureInput {
enabled: true
texture: Texture {
id: anisoTexture
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
source: "maps/concentric_milled_steel_aniso.png"
}
}
Shader {
id: steelMilledConcentricFragShader
stage: Shader.Fragment
shader: "shaders/steelMilledConcentric.frag"
}
passes: [
Pass {
shaders: steelMilledConcentricFragShader
}
]
}