Move filament renderer out of experimental into src/render/filament.
Also: - renames the main header file to mjrfilament.h. - moves filament_util under a "support" folder. PiperOrigin-RevId: 930448415 Change-Id: Iad89756aaf1ddf4c3e67e1afc3a13776f71fa20f
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Copybara-Service
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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_cube_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 : float3, name : UvScale },
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{ type : float, name : Reflectance },
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{ type : samplerCubemap, 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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vec3 uv = variable_vertex_pos.xyz * materialParams.UvScale;
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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(materialParams.EmissiveFactor);
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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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