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Mujoco_WASM/src/render/filament/assets/phong_cube.mat
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2026-06-13 15:58:30 -07:00

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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,
shadingModel : specularGlossiness,
flipUV : false,
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 : [
vertex_pos
]
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
material.vertex_pos = getPosition();
}
}
fragment {
void material(inout MaterialInputs material) {
vec3 uv = variable_vertex_pos.xyz * materialParams.UvScale;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;
material.baseColor *= texture(materialParams_BaseColor, uv);
material.specularColor = vec3(materialParams.SpecularFactor);
material.glossiness = materialParams.GlossinessFactor;
material.emissive = vec4(
materialParams.BaseColorFactor.rgb * materialParams.EmissiveFactor, 0.0);
}
}