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Mujoco_WASM/src/render/filament/assets/phong_2d_reflect.mat
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Yuval Tassa dca295dde2 Composite Filament planar reflections as Fresnel-weighted specular.
PiperOrigin-RevId: 960554436
Change-Id: Ife6f5c760993ad185e9421cd7b3ce7fd06fffc90
2026-08-06 16:07:30 -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_2d_reflect,
shadingModel : specularGlossiness,
postLightingBlending : add,
flipUV : false,
parameters : [
{ type : float4, name : BaseColorFactor },
{ type : float, name : SpecularFactor },
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float, name : Reflectance },
{ type : float3, name : UvScale },
{ type : float3, name : UvOffset },
{ type : sampler2d, name : BaseColor },
{ type : sampler2d, name : Reflection }
],
variables : [
vertex_pos
]
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
material.vertex_pos = getPosition();
}
}
fragment {
void material(inout MaterialInputs material) {
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy + materialParams.UvOffset.xy;
vec2 screen_uv = gl_FragCoord.xy * getResolution().zw;
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);
// The reflection is radiance arriving from the mirror direction, so it is
// weighted by the Fresnel term and added after lighting. Reflectance is
// the reflectivity at normal incidence; grazing angles approach a mirror.
vec4 reflection = texture(materialParams_Reflection, screen_uv);
float f0 = materialParams.Reflectance;
float fresnel = f0 + (1.0 - f0) * pow(1.0 - getNdotV(), 5.0);
material.postLightingColor = vec4(reflection.rgb * fresnel, 0.0);
}
}