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<Material name="simplecustom" version="1.0">
<MetaData >
<Property formalName="Red" name="red_weight" type="Float" default="1.0" min="0" max="2.0" category="Material"/>
<Property formalName="Green" name="green_weight" type="Float" default="1.0" min="0" max="2.0" category="Material"/>
<Property formalName="Blue" name="blue_weight" type="Float" default="1.0" min="0" max="2.0" category="Material"/>
<Property formalName="Base Color" name="basecolor" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" category="Material"/>
</MetaData>
<Shaders type="GLSL" version="330">
<Shader>
<Shared></Shared>
<VertexShader>
</VertexShader>
<FragmentShader>
#define QT3DS_ENABLE_UV0 1
#define QT3DS_ENABLE_WORLD_POSITION 1
#define QT3DS_ENABLE_TEXTAN 0
#define QT3DS_ENABLE_BINORMAL 0
#include "vertexFragmentBase.glsllib"
// set shader output
out vec4 fragColor;
void main()
{
vec4 c = texture(basecolor, varTexCoord0.xy);
c.rgb *= vec3(red_weight, green_weight, blue_weight);
fragColor = c;
}
</FragmentShader>
</Shader>
</Shaders>
<Passes>
<ShaderKey value="7"/>
<LayerKey count="1"/>
<Pass>
</Pass>
</Passes>
</Material>
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