mirror of https://github.com/qt/qt3d.git
232 lines
8.5 KiB
QML
232 lines
8.5 KiB
QML
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/****************************************************************************
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**
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** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import Qt3D.Core 2.14
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import Qt3D.Render 2.14
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import Qt3D.Input 2.0
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import Qt3D.Extras 2.0
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Entity {
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id: sceneRoot
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components: [
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RenderSettings {
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id : external_forward_renderer
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activeFrameGraph : RenderSurfaceSelector {
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Viewport {
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// Launch Compute Shader Instances
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DispatchCompute {
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}
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// Draw Textures
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CameraSelector {
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camera: camera
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ClearBuffers { buffers: ClearBuffers.ColorDepthBuffer
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// Ensure we won't be reading from textures if Compute Shader instances aren't completed
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MemoryBarrier { waitFor: MemoryBarrier.ShaderImageAccess|MemoryBarrier.TextureFetch }
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}
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}
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}
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}
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},
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// Event Source will be set by the Qt3DQuickWindow
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InputSettings { id: inputSettings }
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]
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Camera {
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id: camera
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projectionType: CameraLens.PerspectiveProjection
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fieldOfView: 45
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aspectRatio: 16/9
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nearPlane : 0.1
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farPlane : 1000.0
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position: Qt.vector3d( 0.0, 0.0, 3.0 )
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upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
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viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
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}
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Texture2D {
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id: inputTexture
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width: 512
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height: 512
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format: Texture.RGBA8_UNorm
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generateMipMaps: false
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magnificationFilter: Texture.Linear
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minificationFilter: Texture.Linear
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wrapMode {
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x: WrapMode.ClampToEdge
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y: WrapMode.ClampToEdge
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}
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// Texture image which are referencing regular image extensions (jpg, png)
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// are loaded through a QImage based texture image generator which generates
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// RGBA8_UNorm based content
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TextureImage {
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source: "qrc:/image_512x512.jpg"
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mirrored: false
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}
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}
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Texture2D {
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id: outputTexture
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width: 512
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height: 512
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format: Texture.RGBA8_UNorm
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generateMipMaps: false
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magnificationFilter: Texture.Linear
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minificationFilter: Texture.Linear
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wrapMode {
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x: WrapMode.ClampToEdge
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y: WrapMode.ClampToEdge
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}
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}
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// Compute -> Generate Output Texture Content
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Entity {
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readonly property Material material: Material {
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parameters: [
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Parameter {
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name: "inputImage"
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value: ShaderImage {
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texture: inputTexture
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layer: 0 // default
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layered: false // default
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mipLevel: 0 // default
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access: ShaderImage.ReadOnly // default is ReadWrite
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format: ShaderImage.Automatic // default
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}
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},
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Parameter {
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name: "outputImage"
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value: ShaderImage {
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texture: outputTexture
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access: ShaderImage.WriteOnly // default is ReadWrite
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format: ShaderImage.RGBA8_UNorm
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}
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}
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]
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effect: Effect {
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techniques: Technique {
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graphicsApiFilter {
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api: GraphicsApiFilter.OpenGL
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profile: GraphicsApiFilter.CoreProfile
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majorVersion: 4
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minorVersion: 3
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}
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renderPasses: RenderPass {
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shaderProgram: ShaderProgram {
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computeShaderCode:
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"#version 430
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(rgba8) readonly uniform image2D inputImage;
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layout(rgba8) writeonly uniform image2D outputImage;
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uniform float time;
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void main(void) {
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ivec2 imageCoords = ivec2(gl_GlobalInvocationID.xy);
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// Early return if we are past the image's bounds
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if (any(greaterThan(imageCoords, imageSize(inputImage))))
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return;
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// Read from input image
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vec4 inputContent = imageLoad(inputImage, imageCoords);
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// Store inputContent into output Image
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imageStore(outputImage, imageCoords, inputContent * abs(sin(time)));
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}"
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}
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}
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}
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}
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}
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readonly property ComputeCommand command: ComputeCommand {
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readonly property int localWorkGroupSize: 16
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workGroupX: Math.ceil(inputTexture.width / localWorkGroupSize)
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workGroupY: Math.ceil(inputTexture.height / localWorkGroupSize)
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}
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components: [command, material]
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}
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// Preview Texture Scene
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Entity {
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PlaneMesh { id: planeMesh }
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components: Transform {
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rotationX: 90
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}
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Entity {
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id: inputTexturePreview
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readonly property Material material: TextureMaterial {
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texture: inputTexture
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}
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readonly property Transform transform: Transform {
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translation: Qt.vector3d(-1, 0, 0)
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}
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components: [planeMesh, material, transform]
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}
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Entity {
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id: outputTexturePreview
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readonly property Material material: TextureMaterial {
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texture: outputTexture
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}
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readonly property Transform transform: Transform {
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translation: Qt.vector3d(1, 0, 0)
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}
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components: [planeMesh, material, transform]
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}
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}
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}
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