Remove the redundant phong_2d reflection material
PiperOrigin-RevId: 965538926 Change-Id: I02a99016d5e69130e3827e898343b656f399ddfb
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Copybara-Service
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11fa4a5b45
@@ -228,7 +228,6 @@ limitations under the License.
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"pbr_packed_transparent.filamat",
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"phong_2d.filamat",
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"phong_2d_fade.filamat",
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"phong_2d_reflect.filamat",
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"phong_2d_uv.filamat",
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"phong_2d_uv_fade.filamat",
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"phong_2d_uv_reflect.filamat",
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@@ -151,7 +151,6 @@ var Module = {
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"assets/pbr_packed_transparent.filamat",
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"assets/phong_2d_fade.filamat",
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"assets/phong_2d.filamat",
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"assets/phong_2d_reflect.filamat",
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"assets/phong_2d_uv_fade.filamat",
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"assets/phong_2d_uv.filamat",
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"assets/phong_2d_uv_reflect.filamat",
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@@ -1,62 +0,0 @@
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// Copyright 2025 DeepMind Technologies Limited
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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material {
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name : phong_2d_reflect,
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shadingModel : specularGlossiness,
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flipUV : false,
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parameters : [
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{ type : float4, name : BaseColorFactor },
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{ type : float, name : SpecularFactor },
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{ type : float, name : GlossinessFactor },
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{ type : float, name : EmissiveFactor },
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{ type : float, name : Reflectance },
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{ type : float3, name : UvScale },
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{ type : float3, name : UvOffset },
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{ type : sampler2d, name : BaseColor },
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{ type : sampler2d, name : Reflection }
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],
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variables : [
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vertex_pos
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]
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}
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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material.vertex_pos = getPosition();
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}
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}
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fragment {
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void material(inout MaterialInputs material) {
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// Convert centered object-space positions [-1, 1] to standard [0, 1] UVs:
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// * 0.5 scales [-1, 1] to [-0.5, 0.5]
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// * -0.5 on Y flips the vertical axis (top of geom = V=0)
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// * - vec2(0.5, 0.5) offsets origin to match OpenGL glTexGen conventions
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vec2 uv = variable_vertex_pos.xy * vec2(0.5, -0.5) * materialParams.UvScale.xy - vec2(0.5, 0.5) + materialParams.UvOffset.xy;
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vec2 screen_uv = gl_FragCoord.xy * getResolution().zw;
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prepareMaterial(material);
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material.baseColor = materialParams.BaseColorFactor;
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material.baseColor *= texture(materialParams_BaseColor, uv);
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material.specularColor = vec3(materialParams.SpecularFactor);
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material.glossiness = materialParams.GlossinessFactor;
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material.emissive = vec4(
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materialParams.BaseColorFactor.rgb * materialParams.EmissiveFactor, 0.0);
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// Apply reflection.
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vec4 reflection = texture(materialParams_Reflection, screen_uv);
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material.baseColor.rgb = mix(material.baseColor.rgb, reflection.rgb, materialParams.Reflectance);
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}
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}
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@@ -195,10 +195,10 @@ MaterialManager::MaterialType MaterialManager::GetMaterialType(
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return ObjectManager::kPhong2dUv;
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}
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} else {
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// Reached only by a mesh without texture coordinates. Meshes are not planar
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// reflectors, so reflectance has no reflect variant here.
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if (material.color[3] < 1.0f) {
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return ObjectManager::kPhong2dFade;
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} else if (material.reflectance > 0) {
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return ObjectManager::kPhong2dReflect;
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} else {
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return ObjectManager::kPhong2d;
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}
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@@ -73,8 +73,6 @@ ObjectManager::ObjectManager(filament::Engine* engine) : engine_(engine) {
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LoadMaterial(engine, "pbr_packed_reflect.filamat");
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materials_[kPhong2d] = LoadMaterial(engine, "phong_2d.filamat");
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materials_[kPhong2dFade] = LoadMaterial(engine, "phong_2d_fade.filamat");
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materials_[kPhong2dReflect] =
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LoadMaterial(engine, "phong_2d_reflect.filamat");
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materials_[kPhong2dUv] = LoadMaterial(engine, "phong_2d_uv.filamat");
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materials_[kPhong2dUvFade] = LoadMaterial(engine, "phong_2d_uv_fade.filamat");
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materials_[kPhong2dUvReflect] =
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@@ -48,7 +48,6 @@ class ObjectManager {
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kPbrPackedReflect,
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kPhong2d,
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kPhong2dFade,
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kPhong2dReflect,
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kPhong2dUv,
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kPhong2dUvFade,
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kPhong2dUvReflect,
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