dca295dde2
PiperOrigin-RevId: 960554436 Change-Id: Ife6f5c760993ad185e9421cd7b3ce7fd06fffc90
64 lines
2.4 KiB
Plaintext
64 lines
2.4 KiB
Plaintext
// 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_reflect,
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shadingModel : specularGlossiness,
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postLightingBlending : add,
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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 : float, name : Reflectance },
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{ type : float3, name : UvScale },
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{ type : float3, name : UvOffset },
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{ type : sampler2d, 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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vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy + materialParams.UvOffset.xy;
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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(
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materialParams.BaseColorFactor.rgb * materialParams.EmissiveFactor, 0.0);
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// The reflection is radiance arriving from the mirror direction, so it is
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// weighted by the Fresnel term and added after lighting. Reflectance is
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// the reflectivity at normal incidence; grazing angles approach a mirror.
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vec4 reflection = texture(materialParams_Reflection, screen_uv);
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float f0 = materialParams.Reflectance;
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float fresnel = f0 + (1.0 - f0) * pow(1.0 - getNdotV(), 5.0);
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material.postLightingColor = vec4(reflection.rgb * fresnel, 0.0);
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}
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}
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