Add uv offsets to autogenerated 2D uv coordinates.

The original render_gl3.c code does the following:

```
mjr_setf4(plane, 0.5*scl[0], 0, 0, -0.5);
glTexGenfv(GL_S, GL_OBJECT_PLANE, plane);
mjr_setf4(plane, 0, -0.5*scl[1], 0, -0.5);
glTexGenfv(GL_T, GL_OBJECT_PLANE, plane);
```

The 4th component of the GL_OBJECT_PLANE function effectively
describes a UV-offset for the generates uvs. In our filament
implementation, we had overlooked this 4th component.

PiperOrigin-RevId: 863181644
Change-Id: I60688117ea2019257da683cdda0c7d389dd5af1e
This commit is contained in:
Haroon Qureshi
2026-01-30 04:54:42 -08:00
committed by Copybara-Service
parent f022faadf7
commit e35c981f48
5 changed files with 16 additions and 3 deletions
@@ -23,6 +23,7 @@ material {
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float3, name : UvScale },
{ type : float3, name : UvOffset },
{ type : sampler2d, name : BaseColor }
],
variables : [
@@ -38,7 +39,7 @@ vertex {
fragment {
void material(inout MaterialInputs material) {
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy;
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy + materialParams.UvOffset.xy;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;
@@ -24,6 +24,7 @@ material {
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float3, name : UvScale },
{ type : float3, name : UvOffset },
{ type : sampler2d, name : BaseColor }
],
variables : [
@@ -39,7 +40,7 @@ vertex {
fragment {
void material(inout MaterialInputs material) {
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy;
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy + materialParams.UvOffset.xy;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;