Disable/revert recent refection changes.
PiperOrigin-RevId: 963586393 Change-Id: I65449cfcae4d50664f87296fa69d1660adf60c91
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Copybara-Service
parent
fca913b4f5
commit
4929f2cd99
@@ -15,7 +15,6 @@
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material {
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name : phong_2d_reflect,
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shadingModel : specularGlossiness,
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postLightingBlending : add,
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flipUV : false,
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parameters : [
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{ type : float4, name : BaseColorFactor },
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@@ -52,12 +51,8 @@ fragment {
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material.emissive = vec4(
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materialParams.BaseColorFactor.rgb * materialParams.EmissiveFactor, 0.0);
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// The reflection is radiance arriving from the mirror direction, so it is
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// weighted by the Fresnel term and added after lighting. Reflectance is
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// the reflectivity at normal incidence; grazing angles approach a mirror.
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// Apply reflection.
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vec4 reflection = texture(materialParams_Reflection, screen_uv);
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float f0 = materialParams.Reflectance;
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float fresnel = f0 + (1.0 - f0) * pow(1.0 - getNdotV(), 5.0);
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material.postLightingColor = vec4(reflection.rgb * fresnel, 0.0);
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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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@@ -15,7 +15,6 @@
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material {
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name : phong_2d_uv_reflect,
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shadingModel : specularGlossiness,
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postLightingBlending : add,
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flipUV : false,
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parameters : [
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{ type : float4, name : BaseColorFactor },
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@@ -44,12 +43,8 @@ fragment {
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material.emissive = vec4(
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materialParams.BaseColorFactor.rgb * materialParams.EmissiveFactor, 0.0);
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// The reflection is radiance arriving from the mirror direction, so it is
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// weighted by the Fresnel term and added after lighting. Reflectance is
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// the reflectivity at normal incidence; grazing angles approach a mirror.
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// Apply reflection.
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vec4 reflection = texture(materialParams_Reflection, screen_uv);
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float f0 = materialParams.Reflectance;
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float fresnel = f0 + (1.0 - f0) * pow(1.0 - getNdotV(), 5.0);
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material.postLightingColor = vec4(reflection.rgb * fresnel, 0.0);
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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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@@ -15,7 +15,6 @@
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material {
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name : phong_color_reflect,
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shadingModel : specularGlossiness,
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postLightingBlending : add,
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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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@@ -37,12 +36,8 @@ fragment {
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material.emissive = vec4(
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materialParams.BaseColorFactor.rgb * materialParams.EmissiveFactor, 0.0);
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// The reflection is radiance arriving from the mirror direction, so it is
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// weighted by the Fresnel term and added after lighting. Reflectance is
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// the reflectivity at normal incidence; grazing angles approach a mirror.
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// Apply reflection.
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vec4 reflection = texture(materialParams_Reflection, screen_uv);
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float f0 = materialParams.Reflectance;
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float fresnel = f0 + (1.0 - f0) * pow(1.0 - getNdotV(), 5.0);
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material.postLightingColor = vec4(reflection.rgb * fresnel, 0.0);
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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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@@ -15,7 +15,6 @@
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material {
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name : phong_cube_reflect,
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shadingModel : specularGlossiness,
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postLightingBlending : add,
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flipUV : false,
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parameters : [
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{ type : float4, name : BaseColorFactor },
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@@ -51,12 +50,8 @@ fragment {
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material.emissive = vec4(
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materialParams.BaseColorFactor.rgb * materialParams.EmissiveFactor, 0.0);
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// The reflection is radiance arriving from the mirror direction, so it is
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// weighted by the Fresnel term and added after lighting. Reflectance is
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// the reflectivity at normal incidence; grazing angles approach a mirror.
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// Apply reflection.
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vec4 reflection = texture(materialParams_Reflection, screen_uv);
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float f0 = materialParams.Reflectance;
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float fresnel = f0 + (1.0 - f0) * pow(1.0 - getNdotV(), 5.0);
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material.postLightingColor = vec4(reflection.rgb * fresnel, 0.0);
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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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@@ -133,40 +133,30 @@ MaterialManager::MaterialType MaterialManager::GetMaterialType(
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} else if (material.orm_texture) {
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if (material.opacity_texture) {
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return ObjectManager::kPbrPackedTransparent;
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} else if (material.reflectance > 0) {
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return ObjectManager::kPbrPackedReflect;
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} else {
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return ObjectManager::kPbrPacked;
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}
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} else if (material.metallic_texture) {
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if (material.opacity_texture) {
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return ObjectManager::kPbrPackedTransparent;
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} else if (material.reflectance > 0) {
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return ObjectManager::kPbrReflect;
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} else {
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return ObjectManager::kPbr;
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}
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} else if (material.roughness_texture) {
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if (material.color[3] < 1.0f) {
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return ObjectManager::kPbrTransparent;
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} else if (material.reflectance > 0) {
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return ObjectManager::kPbrReflect;
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} else {
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return ObjectManager::kPbr;
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}
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} else if (material.metallic >= 0) {
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if (material.color[3] < 1.0f) {
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return ObjectManager::kPbrTransparent;
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} else if (material.reflectance > 0) {
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return ObjectManager::kPbrReflect;
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} else {
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return ObjectManager::kPbr;
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}
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} else if (material.roughness >= 0) {
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if (material.color[3] < 1.0f) {
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return ObjectManager::kPbrTransparent;
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} else if (material.reflectance > 0) {
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return ObjectManager::kPbrReflect;
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} else {
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return ObjectManager::kPbr;
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}
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