/**************************************************************************** ** ** Copyright (C) 2020 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 import QtQuick3D import QtQuick3D.Effects Effect { property TextureInput noiseSample: TextureInput { texture: Texture { tilingModeHorizontal: Texture.Repeat tilingModeVertical: Texture.Repeat source: "qrc:/qtquick3deffects/maps/brushnoise.png" } } property real brushLength: 1.0 // 0 - 3 property real brushSize: 100.0 // 10 - 200 property real brushAngle: 45.0 readonly property real sinAlpha: Math.sin(degrees_to_radians(brushAngle)) readonly property real cosAlpha: Math.cos(degrees_to_radians(brushAngle)) function degrees_to_radians(degrees) { var pi = Math.PI; return degrees * (pi/180); } Shader { id: brushstrokes stage: Shader.Fragment shader: "qrc:/qtquick3deffects/shaders/brushstrokes.frag" } passes: [ Pass { shaders: brushstrokes } ] }