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++ // Copyright (C) 2020 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ import QtQuick3D
++ import QtQuick
++
++ Item {
++ width: 400
++ height: 400
++
++ View3D {
++ id: v3d
++ anchors.fill: parent
++ renderMode: View3D.Overlay
++
++ environment: SceneEnvironment {
++ clearColor: "#444845"
++ backgroundMode: SceneEnvironment.Color
++ }
++
++ camera: PerspectiveCamera {
++ id: camera
++ position: Qt.vector3d(0, 0, 600)
++ }
++
++ DirectionalLight {
++ position: Qt.vector3d(-500, 500, -100)
++ color: Qt.rgba(0.2, 0.2, 0.2, 1.0)
++ ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
++ }
++
++ Model {
++ source: "#Sphere"
++ scale: Qt.vector3d(2, 2, 2)
++ y: 200
++ x: -100
++ materials: PrincipledMaterial {
++ baseColor: "#41cd52"
++ metalness: 0.0
++ roughness: 0.2
++ specularAmount: 0.5
++ }
++ }
++
++ Model {
++ source: "#Sphere"
++ scale: Qt.vector3d(2, 2, 2)
++ y: 200
++ x: 100
++ materials: CustomMaterial {
++ property color uBaseColor: "#41cd52"
++ property real uMetalness: 0.0
++ property real uRoughness: 0.2
++ property real uSpecularAmount: 0.5
++ fragmentShader: "customprincipledcompare.frag"
++ }
++ }
++
++ Model {
++ source: "#Sphere"
++ scale: Qt.vector3d(2, 2, 2)
++ x: -100
++ materials: PrincipledMaterial {
++ baseColor: "#41cd52"
++ metalness: 0.3
++ roughness: 0.2
++ specularAmount: 0.0
++ }
++ }
++
++ Model {
++ source: "#Sphere"
++ scale: Qt.vector3d(2, 2, 2)
++ x: 100
++ materials: CustomMaterial {
++ property color uBaseColor: "#41cd52"
++ property real uMetalness: 0.3
++ property real uRoughness: 0.2
++ property real uSpecularAmount: 0.0
++ fragmentShader: "customprincipledcompare.frag"
++ }
++ }
++
++ // Here the color is passed in as a non-color property (would be the
++ // same if the shader hardcoded the value), so now it is up to the
++ // shader to linearize.
++ Model {
++ source: "#Sphere"
++ scale: Qt.vector3d(2, 2, 2)
++ y: -200
++ materials: CustomMaterial {
++ property vector4d uBaseColorSrgb: Qt.vector4d(0.2549, 0.80392, 0.32157, 1.0)
++ property real uMetalness: 0.3
++ property real uRoughness: 0.2
++ property real uSpecularAmount: 0.0
++ fragmentShader: "customprincipledcompare2.frag"
++ }
++ }
++ }
++ }