Initial implementation of the filament rendering backend for mujoco.
This is intended as a drop-in replacement for mjr_render to enable high quality, physically-based rendering (PBR) using the filament render engine. This is a work-in-progress and, as such, some features may be missing. This is also a code-only drop; build files (including instructions on how to generate the filament materials) will be provided at a later date. This library is intended to be run with the experimental studio app. PiperOrigin-RevId: 817593684 Change-Id: Ib9cd14c1881e4897c1111275bd749aa38ebb5317
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Copybara-Service
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commit
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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 : pbr,
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shadingModel : lit,
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culling: none,
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flipUV: false,
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parameters : [
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{ type : sampler2d, name : BaseColor },
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{ type : sampler2d, name : Normal },
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{ type : sampler2d, name : Occlusion },
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{ type : sampler2d, name : Roughness },
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{ type : sampler2d, name : Metallic },
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{ type : sampler2d, name : Emissive },
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{ type : float4, name : BaseColorFactor },
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{ type : float, name : MetallicFactor },
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{ type : float, name : RoughnessFactor }
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],
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requires : [
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uv0
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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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vec2 uv = getUV0();
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material.normal = texture(materialParams_Normal, uv).xyz * 2.0 - 1.0;
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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.ambientOcclusion = texture(materialParams_Occlusion, uv).r;
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material.roughness = materialParams.RoughnessFactor;
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material.roughness *= texture(materialParams_Roughness, uv).r;
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material.metallic = materialParams.MetallicFactor;
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material.metallic *= texture(materialParams_Metallic, uv).r;
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material.emissive = texture(materialParams_Emissive, uv);
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material.emissive.a = 1.0 - material.emissive.a;
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}
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}
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@@ -0,0 +1,51 @@
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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 : pbr_packed,
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shadingModel : lit,
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culling: none,
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flipUV: false,
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parameters : [
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{ type : sampler2d, name : BaseColor },
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{ type : sampler2d, name : Normal },
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{ type : sampler2d, name : ORM },
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{ type : sampler2d, name : Emissive },
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{ type : float4, name : BaseColorFactor },
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{ type : float, name : MetallicFactor },
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{ type : float, name : RoughnessFactor }
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],
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requires : [
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uv0
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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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vec2 uv = getUV0();
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material.normal = texture(materialParams_Normal, uv).xyz * 2.0 - 1.0;
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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.ambientOcclusion = texture(materialParams_ORM, uv).r;
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material.roughness = materialParams.RoughnessFactor;
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material.roughness *= texture(materialParams_ORM, uv).g;
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material.metallic = materialParams.MetallicFactor;
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material.metallic *= texture(materialParams_ORM, uv).b;
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material.emissive = texture(materialParams_Emissive, uv);
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material.emissive.a = 1.0 - material.emissive.a;
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}
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}
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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,
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shadingModel : specularGlossiness,
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culling : none,
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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 : sampler2d, name : BaseColor }
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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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vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy;
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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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}
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}
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@@ -0,0 +1,51 @@
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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,
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shadingModel : specularGlossiness,
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culling : none,
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flipUV : false,
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blending: fade,
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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 : sampler2d, name : BaseColor }
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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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vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy;
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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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}
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}
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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_uv,
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shadingModel : specularGlossiness,
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culling : none,
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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 : sampler2d, name : BaseColor }
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],
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requires : [
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uv0
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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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vec2 uv = getUV0();
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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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}
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}
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@@ -0,0 +1,44 @@
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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_uv,
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shadingModel : specularGlossiness,
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culling : none,
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flipUV : false,
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blending: fade,
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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 : sampler2d, name : BaseColor }
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],
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requires : [
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uv0
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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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vec2 uv = getUV0();
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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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}
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}
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@@ -0,0 +1,35 @@
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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_color,
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shadingModel : specularGlossiness,
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culling: none,
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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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]
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.baseColor = materialParams.BaseColorFactor;
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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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}
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}
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@@ -0,0 +1,36 @@
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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_color_fade,
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shadingModel : specularGlossiness,
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culling: none,
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blending: fade,
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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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]
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.baseColor = materialParams.BaseColorFactor;
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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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}
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}
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@@ -0,0 +1,50 @@
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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,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
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material {
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name : phong_cube,
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shadingModel : specularGlossiness,
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culling : none,
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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 : samplerCubemap, name : BaseColor }
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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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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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}
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@@ -0,0 +1,51 @@
|
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// Copyright 2025 DeepMind Technologies Limited
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
material {
|
||||
name : phong_cube,
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||||
shadingModel : specularGlossiness,
|
||||
culling : none,
|
||||
flipUV : false,
|
||||
blending: fade,
|
||||
parameters : [
|
||||
{ type : float4, name : BaseColorFactor },
|
||||
{ type : float, name : SpecularFactor },
|
||||
{ type : float, name : GlossinessFactor },
|
||||
{ type : float, name : EmissiveFactor },
|
||||
{ type : float3, name : UvScale },
|
||||
{ type : samplerCubemap, name : BaseColor }
|
||||
],
|
||||
variables : [
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||||
vertex_pos
|
||||
]
|
||||
}
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||||
|
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
|
||||
material.vertex_pos = getPosition();
|
||||
}
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
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||||
vec3 uv = variable_vertex_pos.xyz * materialParams.UvScale;
|
||||
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.BaseColorFactor;
|
||||
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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||||
}
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||||
}
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||||
@@ -0,0 +1,31 @@
|
||||
// Copyright 2025 DeepMind Technologies Limited
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
material {
|
||||
name : unlit_depth,
|
||||
shadingModel : unlit,
|
||||
blending : opaque,
|
||||
culling: none,
|
||||
depthWrite: true
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
prepareMaterial(material);
|
||||
float3 worldPosition = getWorldPosition();
|
||||
float4 clipPosition = mulMat4x4Float3(getClipFromWorldMatrix(), worldPosition);
|
||||
float3 normalizedPosition = clipPosition.xyz / clipPosition.w;
|
||||
material.baseColor.rgb = vec3(normalizedPosition.z);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
// Copyright 2025 DeepMind Technologies Limited
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
material {
|
||||
name : unlit_segmentation,
|
||||
shadingModel : unlit,
|
||||
culling: none,
|
||||
parameters : [
|
||||
{ type : float4, name : BaseColorFactor }
|
||||
]
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.BaseColorFactor;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
// Copyright 2025 DeepMind Technologies Limited
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
material {
|
||||
name : unlit_ui,
|
||||
parameters : [
|
||||
{
|
||||
type : sampler2d,
|
||||
name : glyph
|
||||
}
|
||||
],
|
||||
requires : [
|
||||
uv0,
|
||||
color
|
||||
],
|
||||
shadingModel : unlit,
|
||||
culling : none,
|
||||
depthCulling: false,
|
||||
blending : transparent,
|
||||
featureLevel : 0
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
prepareMaterial(material);
|
||||
vec2 uv = getUV0();
|
||||
uv.y = 1.0 - uv.y;
|
||||
vec4 tex_color = texture2D(materialParams_glyph, uv);
|
||||
material.baseColor = getColor() * tex_color;
|
||||
material.baseColor.rgb *= material.baseColor.a;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user