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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
++
++ // This is like customdiffuse but a sphere in front that reads SCREEN_TEXTURE
++ // with the cylinder and the ground rectangle, and changes red to 1.0. Also
++ // keeps the alpha from the texture, so blending is exercised as well.
++
++ Rectangle {
++ width: 400
++ height: 400
++ color: "#444845"
++
++ View3D {
++ id: v3d
++ anchors.fill: parent
++
++ environment: SceneEnvironment {
++ backgroundMode: SceneEnvironment.Transparent
++ }
++
++ 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)
++ }
++
++ PointLight {
++ position: Qt.vector3d(0, 500, 0)
++ color: Qt.rgba(0.1, 1.0, 0.1, 1.0)
++ ambientColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
++ brightness: 5
++ castsShadow: true
++ shadowMapQuality: Light.ShadowMapQualityHigh
++ }
++
++ Model {
++ source: "#Rectangle"
++ y: -200
++ scale: Qt.vector3d(5, 5, 5)
++ eulerRotation.x: -90
++ materials: [
++ CustomMaterial {
++ shadingMode: CustomMaterial.Shaded
++ vertexShader: "customdiffusespecular.vert"
++ fragmentShader: "customdiffuse.frag"
++ property real uTime: 0.0
++ property real uAmplitude: 0.0
++ property color uDiffuse: "white"
++ property real uShininess: 50
++ }
++ ]
++ }
++
++ Model {
++ position: Qt.vector3d(-50, 0, -50)
++ eulerRotation.x: 30.0
++ eulerRotation.y: 100.0
++ scale: Qt.vector3d(1.5, 1.5, 1.5)
++ source: "#Cylinder"
++ materials: [
++ CustomMaterial {
++ shadingMode: CustomMaterial.Shaded
++ vertexShader: "customdiffusespecular.vert"
++ fragmentShader: "customdiffuse.frag"
++ property real uTime: 1.0
++ property real uAmplitude: 50.0
++ property color uDiffuse: "yellow"
++ property real uShininess: 50
++ }
++ ]
++ }
++
++ Model {
++ id: screenSphere
++ source: "#Sphere"
++ scale: Qt.vector3d(4, 4, 4)
++ z: 100
++ materials: [
++ CustomMaterial {
++ shadingMode: CustomMaterial.Unshaded
++ sourceBlend: CustomMaterial.SrcAlpha
++ destinationBlend: CustomMaterial.OneMinusSrcAlpha
++ fragmentShader: "customscreentexture_unshaded.frag"
++ }
++ ]
++ }
++ }
++ }