Files
Mujoco_WASM/src/experimental/filament/assets/phong_2d.mat
T
Haroon Qureshi e35c981f48 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
2026-01-30 04:55:31 -08:00

52 lines
1.7 KiB
Plaintext

// 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,
shadingModel : specularGlossiness,
culling : none,
flipUV : false,
parameters : [
{ type : float4, name : BaseColorFactor },
{ type : float, name : SpecularFactor },
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float3, name : UvScale },
{ type : float3, name : UvOffset },
{ type : sampler2d, name : BaseColor }
],
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;
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.EmissiveFactor);
}
}