update headers

This commit is contained in:
Nick Fisher
2022-12-05 17:51:44 +08:00
parent 8d562f1742
commit dd100653dc
234 changed files with 62619 additions and 9800 deletions

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@@ -104,7 +104,8 @@ private:
friend struct FFilamentInstance;
/*! \endcond */
Animator(FFilamentAsset* asset, FFilamentInstance* instance);
// If "instance" is null, then this is the primary animator.
Animator(FFilamentAsset const* asset, FFilamentInstance* instance);
~Animator();
Animator(const Animator& animator) = delete;

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@@ -69,8 +69,8 @@ struct AssetConfiguration {
* \brief Consumes glTF content and produces FilamentAsset objects.
*
* AssetLoader consumes a blob of glTF 2.0 content (either JSON or GLB) and produces a FilamentAsset
* object, which is a bundle of Filament entities, material instances, textures, vertex buffers,
* and index buffers.
* object, which is a bundle of Filament textures, vertex buffers, index buffers, etc. An asset is
* composed of 1 or more FilamentInstance objects which contain entities and components.
*
* Clients must use AssetLoader to create and destroy FilamentAsset objects. This is similar to
* how filament::Engine is used to create and destroy core objects like VertexBuffer.
@@ -92,7 +92,7 @@ struct AssetConfiguration {
*
* // Parse the glTF content and create Filament entities.
* std::vector<uint8_t> content(...);
* FilamentAsset* asset = loader->createAssetFromJson(content.data(), content.size());
* FilamentAsset* asset = loader->createAsset(content.data(), content.size());
* content.clear();
*
* // Load buffers and textures from disk.
@@ -107,10 +107,13 @@ struct AssetConfiguration {
* // Add renderables to the scene.
* scene->addEntities(asset->getEntities(), asset->getEntityCount());
*
* // Extract the animator interface from the FilamentInstance.
* auto animator = asset->getInstance()->getAnimator();
*
* // Execute the render loop and play the first animation.
* do {
* asset->getAnimator()->applyAnimation(0, time);
* asset->getAnimator()->updateBoneMatrices();
* animator->applyAnimation(0, time);
* animator->updateBoneMatrices();
* if (renderer->beginFrame(swapChain)) {
* renderer->render(view);
* renderer->endFrame();
@@ -148,24 +151,19 @@ public:
static void destroy(AssetLoader** loader);
/**
* Takes a pointer to the contents of a JSON-based glTF 2.0 file and returns a bundle
* of Filament objects. Returns null on failure.
* Takes a pointer to the contents of a GLB or a JSON-based glTF 2.0 file and returns an asset
* with one instance, or null on failure.
*/
FilamentAsset* createAssetFromJson(const uint8_t* bytes, uint32_t nbytes);
/**
* Takes a pointer to the contents of a GLB glTF 2.0 file and returns a bundle
* of Filament objects. Returns null on failure.
*/
FilamentAsset* createAssetFromBinary(const uint8_t* bytes, uint32_t nbytes);
FilamentAsset* createAsset(const uint8_t* bytes, uint32_t nbytes);
/**
* Consumes the contents of a glTF 2.0 file and produces a primary asset with one or more
* instances. The primary asset has ownership over the instances.
*
* The returned instances share their textures, material instances, and vertex buffers with the
* primary asset. However each instance has its own unique set of entities, transform
* components, and renderable components. Instances are freed when the primary asset is freed.
* The returned instances share their textures, materials, and vertex buffers with the primary
* asset. However each instance has its own unique set of entities, transform components,
* material instances, and renderable components. Instances are freed when the primary asset is
* freed.
*
* Light components are not instanced, they belong only to the primary asset.
*
@@ -186,7 +184,7 @@ public:
FilamentInstance** instances, size_t numInstances);
/**
* Adds a new instance to an instanced asset.
* Adds a new instance to the asset.
*
* Use this with caution. It is more efficient to pre-allocate a max number of instances, and
* gradually add them to the scene as needed. Instances can also be "recycled" by removing and
@@ -197,7 +195,6 @@ public:
* create/destroy churn, as noted above.
*
* This cannot be called after FilamentAsset::releaseSourceData().
* This cannot be called on a non-instanced asset.
* See also AssetLoader::createInstancedAsset().
*/
FilamentInstance* createInstance(FilamentAsset* primary);
@@ -208,7 +205,8 @@ public:
void enableDiagnostics(bool enable = true);
/**
* Destroys the given asset and all of its associated Filament objects.
* Destroys the given asset, all of its associated Filament objects, and all associated
* FilamentInstance objects.
*
* This destroys entities, components, material instances, vertex buffers, index buffers,
* and textures. This does not necessarily immediately free all source data, since

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@@ -48,7 +48,7 @@ class FilamentInstance;
* \c Light, \c Camera, or \c Node components.
*
* In addition to the aforementioned entities, an asset has strong ownership over a list of
* filament::VertexBuffer, filament::IndexBuffer, filament::MaterialInstance, filament::Texture,
* filament::VertexBuffer, filament::IndexBuffer, filament::Texture,
* and, optionally, a simple animation engine (gltfio::Animator).
*
* Clients must use ResourceLoader to create filament::Texture objects, compute tangent quaternions,
@@ -139,6 +139,8 @@ public:
*
* while (Entity e = popRenderable()) { scene.addEntity(e); }
*
* Progressive reveal is not supported for dynamically added instances.
*
* \see ResourceLoader#asyncBeginLoad
* \see popRenderables()
*/
@@ -155,22 +157,18 @@ public:
*/
size_t popRenderables(Entity* entities, size_t count) noexcept;
/** Gets all material instances. These are already bound to renderables. */
const filament::MaterialInstance* const* getMaterialInstances() const noexcept;
/** Gets all material instances (non-const). These are already bound to renderables. */
filament::MaterialInstance* const* getMaterialInstances() noexcept;
/** Gets the number of materials returned by getMaterialInstances(). */
size_t getMaterialInstanceCount() const noexcept;
/** Gets resource URIs for all externally-referenced buffers. */
const char* const* getResourceUris() const noexcept;
/** Gets the number of resource URIs returned by getResourceUris(). */
size_t getResourceUriCount() const noexcept;
/** Gets the bounding box computed from the supplied min / max values in glTF accessors. */
/**
* Gets the bounding box computed from the supplied min / max values in glTF accessors.
*
* This does not return a bounding box over all FilamentInstance, it's just a straightforward
* AAAB that can be determined at load time from the asset data.
*/
filament::Aabb getBoundingBox() const noexcept;
/** Gets the NameComponentManager label for the given entity, if it exists. */
@@ -208,51 +206,6 @@ public:
/** Gets the glTF extras string for a specific node, or for the asset, if it exists. */
const char* getExtras(Entity entity = {}) const noexcept;
/**
* Returns the animation engine.
*
* The animator is owned by the asset and should not be manually deleted.
* Must be called after loadResources or asyncBeginLoad, otherwise returns null.
* If the asset is instanced, this returns a "primary" animator that controls all instances.
* To animate each instance individually, use \see FilamentInstance.
*/
Animator* getAnimator() const noexcept;
/**
* Gets the number of skins.
*/
size_t getSkinCount() const noexcept;
/**
* Gets the skin name at skin index.
*/
const char* getSkinNameAt(size_t skinIndex) const noexcept;
/**
* Gets the number of joints at skin index.
*/
size_t getJointCountAt(size_t skinIndex) const noexcept;
/**
* Gets joints at skin index.
*/
const Entity* getJointsAt(size_t skinIndex) const noexcept;
/**
* Attaches the given skin to the given node, which must have an associated mesh with
* BONE_INDICES and BONE_WEIGHTS attributes.
*
* This is a no-op if the given skin index or target is invalid.
*/
void attachSkin(size_t skinIndex, Entity target) noexcept;
/**
* Detaches the given skin from the given node.
*
* This is a no-op if the given skin index or target is invalid.
*/
void detachSkin(size_t skinIndex, Entity target) noexcept;
/**
* Gets the morph target name at the given index in the given entity.
*/
@@ -263,30 +216,6 @@ public:
*/
size_t getMorphTargetCountAt(Entity entity) const noexcept;
/**
* Returns the number of material variants in the asset.
*/
size_t getMaterialVariantCount() const noexcept;
/**
* Returns the name of the given material variant, or null if it is out of bounds.
*/
const char* getMaterialVariantName(size_t variantIndex) const noexcept;
/**
* Applies the given material variant to all primitives that it affects.
*
* This is efficient because it merely swaps around persistent MaterialInstances. If you change
* a material parameter while a certain variant is active, the updated value will be remembered
* after you re-apply that variant.
*
* If the asset is instanced, this affects all instances in the same way.
* To set the variant on an individual instance, use FilamentInstance::applyMaterialVariant.
*
* Ignored if variantIndex is out of bounds.
*/
void applyMaterialVariant(size_t variantIndex) noexcept;
/**
* Lazily creates a single LINES renderable that draws the transformed bounding-box hierarchy
* for diagnostic purposes. The wireframe is owned by the asset so clients should not delete it.
@@ -332,7 +261,25 @@ public:
* and provides filtering functionality.
*/
void addEntitiesToScene(filament::Scene& targetScene, const Entity* entities, size_t count,
SceneMask sceneFilter);
SceneMask sceneFilter) const;
/**
* Releases ownership of entities and their Filament components.
*
* This makes the client take responsibility for destroying Filament
* components (e.g. Renderable, TransformManager component) as well as
* the underlying entities.
*/
void detachFilamentComponents() noexcept;
bool areFilamentComponentsDetached() const noexcept;
/**
* Convenience function to get the first instance, or null if it doesn't exist.
*/
FilamentInstance* getInstance() noexcept {
return getAssetInstanceCount() > 0 ? getAssetInstances()[0] : nullptr;
}
/*! \cond PRIVATE */

View File

@@ -20,6 +20,12 @@
#include <utils/compiler.h>
#include <utils/Entity.h>
#include <filament/Box.h>
namespace filament {
class MaterialInstance;
}
namespace filament::gltfio {
class Animator;
@@ -29,7 +35,7 @@ class FilamentAsset;
* \class FilamentInstance FilamentInstance.h gltfio/FilamentInstance.h
* \brief Provides access to a hierarchy of entities that have been instanced from a glTF asset.
*
* Every entity has a filament::TransformManager component, and some entities also have \c Name or
* Every entity has a TransformManager component, and some entities also have \c Name or
* \c Renderable components.
*
* \see AssetLoader::createInstancedAsset()
@@ -39,7 +45,7 @@ public:
/**
* Gets the owner of this instance.
*/
FilamentAsset* getAsset() const noexcept;
FilamentAsset const* getAsset() const noexcept;
/**
* Gets the list of entities in this instance, one for each glTF node. All of these have a
@@ -63,6 +69,16 @@ public:
*/
void applyMaterialVariant(size_t variantIndex) noexcept;
/**
* Returns the number of material variants in the asset.
*/
size_t getMaterialVariantCount() const noexcept;
/**
* Returns the name of the given material variant, or null if it is out of bounds.
*/
const char* getMaterialVariantName(size_t variantIndex) const noexcept;
/**
* Returns the animation engine for the instance.
*
@@ -74,6 +90,76 @@ public:
* The animator is owned by the asset and should not be manually deleted.
*/
Animator* getAnimator() noexcept;
/**
* Gets the number of skins.
*/
size_t getSkinCount() const noexcept;
/**
* Gets the skin name at skin index.
*/
const char* getSkinNameAt(size_t skinIndex) const noexcept;
/**
* Gets the number of joints at skin index.
*/
size_t getJointCountAt(size_t skinIndex) const noexcept;
/**
* Gets joints at skin index.
*/
const utils::Entity* getJointsAt(size_t skinIndex) const noexcept;
/**
* Attaches the given skin to the given node, which must have an associated mesh with
* BONE_INDICES and BONE_WEIGHTS attributes.
*
* This is a no-op if the given skin index or target is invalid.
*/
void attachSkin(size_t skinIndex, utils::Entity target) noexcept;
/**
* Detaches the given skin from the given node.
*
* This is a no-op if the given skin index or target is invalid.
*/
void detachSkin(size_t skinIndex, utils::Entity target) noexcept;
/**
* Resets the AABB on all renderables by manually computing the bounding box.
*
* THIS IS ONLY USEFUL FOR MALFORMED ASSETS THAT DO NOT HAVE MIN/MAX SET UP CORRECTLY.
*
* Does not affect the return value of getBoundingBox() on the owning asset.
* Cannot be called after releaseSourceData() on the owning asset.
* Can only be called after loadResources() or asyncBeginLoad().
*/
void recomputeBoundingBoxes();
/**
* Gets the axis-aligned bounding box from the supplied min / max values in glTF accessors.
*
* If recomputeBoundingBoxes() has been called, then this returns the recomputed AABB.
*/
Aabb getBoundingBox() const noexcept;
/** Gets all material instances. These are already bound to renderables. */
const MaterialInstance* const* getMaterialInstances() const noexcept;
/** Gets all material instances (non-const). These are already bound to renderables. */
MaterialInstance* const* getMaterialInstances() noexcept;
/** Gets the number of materials returned by getMaterialInstances(). */
size_t getMaterialInstanceCount() const noexcept;
/**
* Releases ownership of material instances.
*
* This makes the client take responsibility for destroying MaterialInstance
* objects. The getMaterialInstances query becomes invalid after detachment.
*/
void detachMaterialInstances();
};
} // namespace filament::gltfio

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#=============================================================================
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# Special rule to run CMake to check the build system integrity.
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# because they might be regenerated.
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View File

@@ -36,8 +36,8 @@ enum class AlphaMode : uint8_t {
// The following struct gets hashed so all padding bits should be explicit.
// Tell the compiler to emit a warning if it adds any padding.
#pragma clang diagnostic push
#pragma clang diagnostic warning "-Wpadded"
UTILS_WARNING_PUSH
UTILS_WARNING_ENABLE_PADDED
/**
* \struct MaterialKey MaterialProvider.h gltfio/MaterialProvider.h
@@ -98,7 +98,7 @@ struct alignas(4) MaterialKey {
static_assert(sizeof(MaterialKey) == 16, "MaterialKey has unexpected size.");
#pragma clang diagnostic pop
UTILS_WARNING_POP
bool operator==(const MaterialKey& k1, const MaterialKey& k2);
@@ -141,15 +141,22 @@ public:
* @param uvmap Output argument that gets populated with a small table that maps from a glTF uv
* index to a Filament uv index.
* @param label Optional tag that is not a part of the cache key.
* @param extras Optional extras as stringified JSON (not a part of the cache key). Don't store the pointer.
* @param extras Optional extras as stringified JSON (not a part of the cache key).
* Does not store the pointer.
*/
virtual filament::MaterialInstance* createMaterialInstance(MaterialKey* config, UvMap* uvmap,
virtual MaterialInstance* createMaterialInstance(MaterialKey* config, UvMap* uvmap,
const char* label = "material", const char* extras = nullptr) = 0;
/**
* Creates or fetches a compiled Filament material corresponding to the given config.
*/
virtual Material* getMaterial(MaterialKey* config, UvMap* uvmap,
const char* label = "material") { return nullptr; }
/**
* Gets a weak reference to the array of cached materials.
*/
virtual const filament::Material* const* getMaterials() const noexcept = 0;
virtual const Material* const* getMaterials() const noexcept = 0;
/**
* Gets the number of cached materials.
@@ -170,7 +177,7 @@ public:
* Some types of providers (e.g. ubershader) require dummy attribute values
* if the glTF model does not provide them.
*/
virtual bool needsDummyData(filament::VertexAttribute attrib) const noexcept = 0;
virtual bool needsDummyData(VertexAttribute attrib) const noexcept = 0;
};
void constrainMaterial(MaterialKey* key, UvMap* uvmap);
@@ -189,7 +196,7 @@ void processShaderString(std::string* shader, const UvMap& uvmap,
* @see createUbershaderProvider
*/
UTILS_PUBLIC
MaterialProvider* createJitShaderProvider(filament::Engine* engine, bool optimizeShaders = false);
MaterialProvider* createJitShaderProvider(Engine* engine, bool optimizeShaders = false);
/**
* Creates a material provider that loads a small set of pre-built materials.
@@ -199,7 +206,7 @@ MaterialProvider* createJitShaderProvider(filament::Engine* engine, bool optimiz
* @see createJitShaderProvider
*/
UTILS_PUBLIC
MaterialProvider* createUbershaderProvider(filament::Engine* engine, const void* archive,
MaterialProvider* createUbershaderProvider(Engine* engine, const void* archive,
size_t archiveByteCount);
} // namespace filament::gltfio

View File

@@ -19,7 +19,7 @@
#include <gltfio/FilamentAsset.h>
#include <backend/BufferDescriptor.h>
#include <filament/VertexBuffer.h>
#include <utils/compiler.h>
@@ -49,14 +49,6 @@ struct ResourceConfiguration {
//! If true, adjusts skinning weights to sum to 1. Well formed glTF files do not need this,
//! but it is useful for robustness.
bool normalizeSkinningWeights;
//! If true, computes the bounding boxes of all \c POSITION attibutes. Well formed glTF files
//! do not need this, but it is useful for robustness.
bool recomputeBoundingBoxes;
//! If true, ignores skinning when computing bounding boxes. Implicitly true for instanced
//! assets. Only applicable when recomputeBoundingBoxes is set to true.
bool ignoreBindTransform;
};
/**
@@ -162,7 +154,6 @@ public:
private:
bool loadResources(FFilamentAsset* asset, bool async);
void normalizeSkinningWeights(FFilamentAsset* asset) const;
void updateBoundingBoxes(FFilamentAsset* asset) const;
AssetPool* mPool;
struct Impl;
Impl* pImpl;

View File

@@ -21,6 +21,7 @@
#include <stdint.h>
#include <utils/compiler.h>
#include <utils/BitmaskEnum.h>
namespace filament {
class Engine;
@@ -71,22 +72,25 @@ namespace filament::gltfio {
class UTILS_PUBLIC TextureProvider {
public:
using Texture = filament::Texture;
using FlagBits = uint64_t;
enum class Flags {
enum class TextureFlags : uint64_t {
NONE = 0,
sRGB = 1 << 0,
};
/**
* Creates a Filament texture and pushes it to the asynchronous decoding queue.
*
* The provider synchronously determines the texture dimensions in order to create a Filament
* texture object, then populates the miplevels asynchronously.
*
* If construction fails, nothing is pushed to the queue and null is returned. The failure
* reason can be obtained with getPushMessage(). The given buffer pointer is not held, so the
* caller can free it immediately. It is also the caller's responsibility to free the returned
* Texture object, but it is only safe to do so after it has been popped from the queue.
*/
virtual Texture* pushTexture(const uint8_t* data, size_t byteCount,
const char* mimeType, FlagBits flags) = 0;
const char* mimeType, TextureFlags flags) = 0;
/**
* Checks if any texture is ready to be removed from the asynchronous decoding queue, and if so
@@ -177,4 +181,7 @@ TextureProvider* createKtx2Provider(filament::Engine* engine);
} // namespace filament::gltfio
template<> struct utils::EnableBitMaskOperators<filament::gltfio::TextureProvider::TextureFlags>
: public std::true_type {};
#endif // GLTFIO_TEXTUREPROVIDER_H

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@@ -0,0 +1,63 @@
# Install script for directory: /Users/admin/Documents/filament/libs/gltfio
# Set the install prefix
if(NOT DEFINED CMAKE_INSTALL_PREFIX)
set(CMAKE_INSTALL_PREFIX "/Users/admin/Documents/filament/out/ios-release/filament")
endif()
string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
# Set the install configuration name.
if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
if(BUILD_TYPE)
string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
else()
set(CMAKE_INSTALL_CONFIG_NAME "Release")
endif()
message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
endif()
# Set the component getting installed.
if(NOT CMAKE_INSTALL_COMPONENT)
if(COMPONENT)
message(STATUS "Install component: \"${COMPONENT}\"")
set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
else()
set(CMAKE_INSTALL_COMPONENT)
endif()
endif()
# Is this installation the result of a crosscompile?
if(NOT DEFINED CMAKE_CROSSCOMPILING)
set(CMAKE_CROSSCOMPILING "TRUE")
endif()
# Set default install directory permissions.
if(NOT DEFINED CMAKE_OBJDUMP)
set(CMAKE_OBJDUMP "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/objdump")
endif()
if("x${CMAKE_INSTALL_COMPONENT}x" STREQUAL "xUnspecifiedx" OR NOT CMAKE_INSTALL_COMPONENT)
file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/arm64" TYPE STATIC_LIBRARY FILES "/Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio/libgltfio_core.a")
if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libgltfio_core.a" AND
NOT IS_SYMLINK "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libgltfio_core.a")
execute_process(COMMAND "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib" "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libgltfio_core.a")
endif()
endif()
if("x${CMAKE_INSTALL_COMPONENT}x" STREQUAL "xUnspecifiedx" OR NOT CMAKE_INSTALL_COMPONENT)
file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/arm64" TYPE STATIC_LIBRARY FILES "/Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio/libuberarchive.a")
if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libuberarchive.a" AND
NOT IS_SYMLINK "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libuberarchive.a")
execute_process(COMMAND "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib" "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libuberarchive.a")
endif()
endif()
if("x${CMAKE_INSTALL_COMPONENT}x" STREQUAL "xUnspecifiedx" OR NOT CMAKE_INSTALL_COMPONENT)
file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/include" TYPE DIRECTORY FILES "/Users/admin/Documents/filament/libs/gltfio/include/gltfio")
endif()
if("x${CMAKE_INSTALL_COMPONENT}x" STREQUAL "xUnspecifiedx" OR NOT CMAKE_INSTALL_COMPONENT)
file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/include/gltfio/materials" TYPE FILE FILES "/Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio/materials/uberarchive.h")
endif()

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@@ -0,0 +1 @@
//

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@@ -0,0 +1,178 @@
material {
name : base_${SHADINGMODEL}_${BLENDING},
requires : [ uv0, uv1, color ],
shadingModel : ${SHADINGMODEL},
blending : ${BLENDING},
doubleSided : ${DOUBLESIDED},
transparency : ${TRANSPARENCY},
flipUV : false,
specularAmbientOcclusion : simple,
specularAntiAliasing : true,
clearCoatIorChange : false,
reflections : screenspace,
parameters : [
{ type : float3, name : specularFactor },
{ type : float, name : glossinessFactor },
// Base Color
{ type : int, name : baseColorIndex },
{ type : float4, name : baseColorFactor },
{ type : sampler2d, name : baseColorMap },
{ type : mat3, name : baseColorUvMatrix, precision: high },
// Metallic-Roughness Map
{ type : int, name : metallicRoughnessIndex },
{ type : float, name : metallicFactor },
{ type : float, name : roughnessFactor },
{ type : sampler2d, name : metallicRoughnessMap },
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
// Normal Map
{ type : int, name : normalIndex },
{ type : float, name : normalScale },
{ type : sampler2d, name : normalMap },
{ type : mat3, name : normalUvMatrix, precision: high },
// Ambient Occlusion
{ type : int, name : aoIndex },
{ type : float, name : aoStrength },
{ type : sampler2d, name : occlusionMap },
{ type : mat3, name : occlusionUvMatrix, precision: high },
// Emissive Map
{ type : int, name : emissiveIndex },
{ type : float3, name : emissiveFactor },
{ type : float, name : emissiveStrength },
{ type : sampler2d, name : emissiveMap },
{ type : mat3, name : emissiveUvMatrix, precision: high },
// Clear coat
{ type : float, name : clearCoatFactor },
{ type : float, name : clearCoatRoughnessFactor },
{ type : int, name : clearCoatIndex },
{ type : sampler2d, name : clearCoatMap },
{ type : mat3, name : clearCoatUvMatrix, precision: high },
{ type : int, name : clearCoatRoughnessIndex },
{ type : sampler2d, name : clearCoatRoughnessMap },
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
{ type : int, name : clearCoatNormalIndex },
{ type : sampler2d, name : clearCoatNormalMap },
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
{ type : float, name : clearCoatNormalScale },
// Reflectance
{ type : float, name : reflectance }
${CUSTOM_PARAMS}
],
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
${CUSTOM_VERTEX}
}
}
fragment {
void material(inout MaterialInputs material) {
highp float2 uvs[2];
uvs[0] = getUV0();
uvs[1] = getUV1();
#if !defined(SHADING_MODEL_UNLIT)
if (materialParams.normalIndex > -1) {
highp float2 uv = uvs[materialParams.normalIndex];
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
material.normal.xy *= materialParams.normalScale;
}
#if defined(SHADING_MODEL_LIT)
if (materialParams.clearCoatNormalIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
}
#endif
#endif
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
if (materialParams.baseColorIndex > -1) {
highp float2 uv = uvs[materialParams.baseColorIndex];
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
material.baseColor *= texture(materialParams_baseColorMap, uv);
}
#if defined(BLEND_MODE_TRANSPARENT)
material.baseColor.rgb *= material.baseColor.a;
#endif
material.baseColor *= getColor();
#if !defined(SHADING_MODEL_UNLIT)
#if defined(SHADING_MODEL_LIT)
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
// KHR_materials_clearcoat forbids clear coat from
// being applied in the specular/glossiness model
material.clearCoat = materialParams.clearCoatFactor;
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
if (materialParams.clearCoatIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
}
if (materialParams.clearCoatRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
}
#endif
material.emissive = vec4(materialParams.emissiveStrength *
materialParams.emissiveFactor.rgb, 0.0);
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = materialParams.glossinessFactor;
material.specularColor = materialParams.specularFactor;
#else
material.reflectance = materialParams.reflectance;
#endif
if (materialParams.metallicRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
material.specularColor *= sg.rgb;
material.glossiness *= sg.a;
#else
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
material.roughness *= mr.g;
material.metallic *= mr.b;
#endif
}
if (materialParams.aoIndex > -1) {
highp float2 uv = uvs[materialParams.aoIndex];
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
float occlusion = texture(materialParams_occlusionMap, uv).r;
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
}
if (materialParams.emissiveIndex > -1) {
highp float2 uv = uvs[materialParams.emissiveIndex];
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
}
#endif
${CUSTOM_FRAGMENT}
}
}

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@@ -0,0 +1,32 @@
# Required Aspects
ShadingModel = ${SHADINGMODEL}
BlendingMode = ${BLENDING}
# Core Features
VertexColors = optional
BaseColorTexture = optional
NormalTexture = optional
OcclusionTexture = optional
EmissiveTexture = optional
MetallicRoughnessTexture = optional
TextureTransforms = optional
# ClearCoat Features
ClearCoat = optional
ClearCoatTexture = optional
ClearCoatRoughnessTexture = optional
ClearCoatNormalTexture = optional
# Sheen Features
Sheen = unsupported
SheenColorTexture = unsupported
SheenRoughnessTexture = unsupported
# Transmission and IOR Features
Transmission = unsupported
Ior = unsupported
TransmissionTexture = unsupported
# Volume Features
Volume = unsupported
VolumeThicknessTexture = unsupported

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@@ -0,0 +1,178 @@
material {
name : base_${SHADINGMODEL}_${BLENDING},
requires : [ uv0, uv1, color ],
shadingModel : ${SHADINGMODEL},
blending : ${BLENDING},
doubleSided : ${DOUBLESIDED},
transparency : ${TRANSPARENCY},
flipUV : false,
specularAmbientOcclusion : simple,
specularAntiAliasing : true,
clearCoatIorChange : false,
reflections : screenspace,
parameters : [
{ type : float3, name : specularFactor },
{ type : float, name : glossinessFactor },
// Base Color
{ type : int, name : baseColorIndex },
{ type : float4, name : baseColorFactor },
{ type : sampler2d, name : baseColorMap },
{ type : mat3, name : baseColorUvMatrix, precision: high },
// Metallic-Roughness Map
{ type : int, name : metallicRoughnessIndex },
{ type : float, name : metallicFactor },
{ type : float, name : roughnessFactor },
{ type : sampler2d, name : metallicRoughnessMap },
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
// Normal Map
{ type : int, name : normalIndex },
{ type : float, name : normalScale },
{ type : sampler2d, name : normalMap },
{ type : mat3, name : normalUvMatrix, precision: high },
// Ambient Occlusion
{ type : int, name : aoIndex },
{ type : float, name : aoStrength },
{ type : sampler2d, name : occlusionMap },
{ type : mat3, name : occlusionUvMatrix, precision: high },
// Emissive Map
{ type : int, name : emissiveIndex },
{ type : float3, name : emissiveFactor },
{ type : float, name : emissiveStrength },
{ type : sampler2d, name : emissiveMap },
{ type : mat3, name : emissiveUvMatrix, precision: high },
// Clear coat
{ type : float, name : clearCoatFactor },
{ type : float, name : clearCoatRoughnessFactor },
{ type : int, name : clearCoatIndex },
{ type : sampler2d, name : clearCoatMap },
{ type : mat3, name : clearCoatUvMatrix, precision: high },
{ type : int, name : clearCoatRoughnessIndex },
{ type : sampler2d, name : clearCoatRoughnessMap },
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
{ type : int, name : clearCoatNormalIndex },
{ type : sampler2d, name : clearCoatNormalMap },
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
{ type : float, name : clearCoatNormalScale },
// Reflectance
{ type : float, name : reflectance }
${CUSTOM_PARAMS}
],
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
${CUSTOM_VERTEX}
}
}
fragment {
void material(inout MaterialInputs material) {
highp float2 uvs[2];
uvs[0] = getUV0();
uvs[1] = getUV1();
#if !defined(SHADING_MODEL_UNLIT)
if (materialParams.normalIndex > -1) {
highp float2 uv = uvs[materialParams.normalIndex];
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
material.normal.xy *= materialParams.normalScale;
}
#if defined(SHADING_MODEL_LIT)
if (materialParams.clearCoatNormalIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
}
#endif
#endif
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
if (materialParams.baseColorIndex > -1) {
highp float2 uv = uvs[materialParams.baseColorIndex];
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
material.baseColor *= texture(materialParams_baseColorMap, uv);
}
#if defined(BLEND_MODE_TRANSPARENT)
material.baseColor.rgb *= material.baseColor.a;
#endif
material.baseColor *= getColor();
#if !defined(SHADING_MODEL_UNLIT)
#if defined(SHADING_MODEL_LIT)
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
// KHR_materials_clearcoat forbids clear coat from
// being applied in the specular/glossiness model
material.clearCoat = materialParams.clearCoatFactor;
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
if (materialParams.clearCoatIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
}
if (materialParams.clearCoatRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
}
#endif
material.emissive = vec4(materialParams.emissiveStrength *
materialParams.emissiveFactor.rgb, 0.0);
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = materialParams.glossinessFactor;
material.specularColor = materialParams.specularFactor;
#else
material.reflectance = materialParams.reflectance;
#endif
if (materialParams.metallicRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
material.specularColor *= sg.rgb;
material.glossiness *= sg.a;
#else
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
material.roughness *= mr.g;
material.metallic *= mr.b;
#endif
}
if (materialParams.aoIndex > -1) {
highp float2 uv = uvs[materialParams.aoIndex];
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
float occlusion = texture(materialParams_occlusionMap, uv).r;
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
}
if (materialParams.emissiveIndex > -1) {
highp float2 uv = uvs[materialParams.emissiveIndex];
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
}
#endif
${CUSTOM_FRAGMENT}
}
}

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# Required Aspects
ShadingModel = ${SHADINGMODEL}
BlendingMode = ${BLENDING}
# Core Features
VertexColors = optional
BaseColorTexture = optional
NormalTexture = optional
OcclusionTexture = optional
EmissiveTexture = optional
MetallicRoughnessTexture = optional
TextureTransforms = optional
# ClearCoat Features
ClearCoat = optional
ClearCoatTexture = optional
ClearCoatRoughnessTexture = optional
ClearCoatNormalTexture = optional
# Sheen Features
Sheen = unsupported
SheenColorTexture = unsupported
SheenRoughnessTexture = unsupported
# Transmission and IOR Features
Transmission = unsupported
Ior = unsupported
TransmissionTexture = unsupported
# Volume Features
Volume = unsupported
VolumeThicknessTexture = unsupported

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material {
name : base_${SHADINGMODEL}_${BLENDING},
requires : [ uv0, uv1, color ],
shadingModel : ${SHADINGMODEL},
blending : ${BLENDING},
doubleSided : ${DOUBLESIDED},
transparency : ${TRANSPARENCY},
flipUV : false,
specularAmbientOcclusion : simple,
specularAntiAliasing : true,
clearCoatIorChange : false,
reflections : screenspace,
parameters : [
{ type : float3, name : specularFactor },
{ type : float, name : glossinessFactor },
// Base Color
{ type : int, name : baseColorIndex },
{ type : float4, name : baseColorFactor },
{ type : sampler2d, name : baseColorMap },
{ type : mat3, name : baseColorUvMatrix, precision: high },
// Metallic-Roughness Map
{ type : int, name : metallicRoughnessIndex },
{ type : float, name : metallicFactor },
{ type : float, name : roughnessFactor },
{ type : sampler2d, name : metallicRoughnessMap },
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
// Normal Map
{ type : int, name : normalIndex },
{ type : float, name : normalScale },
{ type : sampler2d, name : normalMap },
{ type : mat3, name : normalUvMatrix, precision: high },
// Ambient Occlusion
{ type : int, name : aoIndex },
{ type : float, name : aoStrength },
{ type : sampler2d, name : occlusionMap },
{ type : mat3, name : occlusionUvMatrix, precision: high },
// Emissive Map
{ type : int, name : emissiveIndex },
{ type : float3, name : emissiveFactor },
{ type : float, name : emissiveStrength },
{ type : sampler2d, name : emissiveMap },
{ type : mat3, name : emissiveUvMatrix, precision: high },
// Clear coat
{ type : float, name : clearCoatFactor },
{ type : float, name : clearCoatRoughnessFactor },
{ type : int, name : clearCoatIndex },
{ type : sampler2d, name : clearCoatMap },
{ type : mat3, name : clearCoatUvMatrix, precision: high },
{ type : int, name : clearCoatRoughnessIndex },
{ type : sampler2d, name : clearCoatRoughnessMap },
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
{ type : int, name : clearCoatNormalIndex },
{ type : sampler2d, name : clearCoatNormalMap },
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
{ type : float, name : clearCoatNormalScale },
// Reflectance
{ type : float, name : reflectance }
${CUSTOM_PARAMS}
],
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
${CUSTOM_VERTEX}
}
}
fragment {
void material(inout MaterialInputs material) {
highp float2 uvs[2];
uvs[0] = getUV0();
uvs[1] = getUV1();
#if !defined(SHADING_MODEL_UNLIT)
if (materialParams.normalIndex > -1) {
highp float2 uv = uvs[materialParams.normalIndex];
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
material.normal.xy *= materialParams.normalScale;
}
#if defined(SHADING_MODEL_LIT)
if (materialParams.clearCoatNormalIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
}
#endif
#endif
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
if (materialParams.baseColorIndex > -1) {
highp float2 uv = uvs[materialParams.baseColorIndex];
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
material.baseColor *= texture(materialParams_baseColorMap, uv);
}
#if defined(BLEND_MODE_TRANSPARENT)
material.baseColor.rgb *= material.baseColor.a;
#endif
material.baseColor *= getColor();
#if !defined(SHADING_MODEL_UNLIT)
#if defined(SHADING_MODEL_LIT)
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
// KHR_materials_clearcoat forbids clear coat from
// being applied in the specular/glossiness model
material.clearCoat = materialParams.clearCoatFactor;
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
if (materialParams.clearCoatIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
}
if (materialParams.clearCoatRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
}
#endif
material.emissive = vec4(materialParams.emissiveStrength *
materialParams.emissiveFactor.rgb, 0.0);
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = materialParams.glossinessFactor;
material.specularColor = materialParams.specularFactor;
#else
material.reflectance = materialParams.reflectance;
#endif
if (materialParams.metallicRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
material.specularColor *= sg.rgb;
material.glossiness *= sg.a;
#else
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
material.roughness *= mr.g;
material.metallic *= mr.b;
#endif
}
if (materialParams.aoIndex > -1) {
highp float2 uv = uvs[materialParams.aoIndex];
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
float occlusion = texture(materialParams_occlusionMap, uv).r;
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
}
if (materialParams.emissiveIndex > -1) {
highp float2 uv = uvs[materialParams.emissiveIndex];
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
}
#endif
${CUSTOM_FRAGMENT}
}
}

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# Required Aspects
ShadingModel = ${SHADINGMODEL}
BlendingMode = ${BLENDING}
# Core Features
VertexColors = optional
BaseColorTexture = optional
NormalTexture = optional
OcclusionTexture = optional
EmissiveTexture = optional
MetallicRoughnessTexture = optional
TextureTransforms = optional
# ClearCoat Features
ClearCoat = optional
ClearCoatTexture = optional
ClearCoatRoughnessTexture = optional
ClearCoatNormalTexture = optional
# Sheen Features
Sheen = unsupported
SheenColorTexture = unsupported
SheenRoughnessTexture = unsupported
# Transmission and IOR Features
Transmission = unsupported
Ior = unsupported
TransmissionTexture = unsupported
# Volume Features
Volume = unsupported
VolumeThicknessTexture = unsupported

View File

@@ -0,0 +1,12 @@
.global UBERARCHIVE_DEFAULT_OFFSET;
.global UBERARCHIVE_DEFAULT_SIZE;
.global UBERARCHIVE_PACKAGE
.section .rodata
UBERARCHIVE_PACKAGE:
.incbin "uberarchive.bin"
UBERARCHIVE_DEFAULT_OFFSET:
.int 0
UBERARCHIVE_DEFAULT_SIZE:
.int 1148763

View File

@@ -0,0 +1,12 @@
.global _UBERARCHIVE_DEFAULT_OFFSET;
.global _UBERARCHIVE_DEFAULT_SIZE;
.global _UBERARCHIVE_PACKAGE
.section __TEXT,__const
_UBERARCHIVE_PACKAGE:
.incbin "uberarchive.bin"
_UBERARCHIVE_DEFAULT_OFFSET:
.int 0
_UBERARCHIVE_DEFAULT_SIZE:
.int 1148763

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@@ -23,6 +23,8 @@
#include <math/mat4.h>
#include <math/TVecHelpers.h>
#include <utils/compiler.h>
namespace filament::gltfio {
template <typename T>
@@ -79,7 +81,7 @@ UTILS_PUBLIC inline void decomposeMatrix(const filament::math::mat4f& mat, filam
*rotation = clone.toQuaternion();
} else {
// Set to identity if close to zero
*rotation = quatf(1);
*rotation = quatf(1.0f);
}
}

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@@ -0,0 +1,141 @@
material {
name : sheen_ubershader,
requires : [ uv0, uv1, color ],
shadingModel : lit,
blending : opaque,
depthWrite : true,
doubleSided : false,
transparency : default,
flipUV : false,
specularAmbientOcclusion : simple,
specularAntiAliasing : true,
reflections : screenspace,
parameters : [
// Base Color
{ type : int, name : baseColorIndex },
{ type : float4, name : baseColorFactor },
{ type : sampler2d, name : baseColorMap },
{ type : mat3, name : baseColorUvMatrix, precision: high },
// Metallic-Roughness Map
{ type : int, name : metallicRoughnessIndex },
{ type : float, name : metallicFactor },
{ type : float, name : roughnessFactor },
{ type : sampler2d, name : metallicRoughnessMap },
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
// Normal Map
{ type : int, name : normalIndex },
{ type : float, name : normalScale },
{ type : sampler2d, name : normalMap },
{ type : mat3, name : normalUvMatrix, precision: high },
// Ambient Occlusion
{ type : int, name : aoIndex },
{ type : float, name : aoStrength },
{ type : sampler2d, name : occlusionMap },
{ type : mat3, name : occlusionUvMatrix, precision: high },
// Emissive Map
{ type : int, name : emissiveIndex },
{ type : float3, name : emissiveFactor },
{ type : float, name : emissiveStrength },
{ type : sampler2d, name : emissiveMap },
{ type : mat3, name : emissiveUvMatrix, precision: high },
// Sheen Map
{ type : int, name : sheenColorIndex },
{ type : float3, name : sheenColorFactor },
{ type : sampler2d, name : sheenColorMap },
{ type : mat3, name : sheenColorUvMatrix, precision: high },
{ type : int, name : sheenRoughnessIndex },
{ type : float, name : sheenRoughnessFactor },
{ type : sampler2d, name : sheenRoughnessMap },
{ type : mat3, name : sheenRoughnessUvMatrix, precision: high },
// Reflectance
{ type : float, name : reflectance }
${CUSTOM_PARAMS}
],
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
${CUSTOM_VERTEX}
}
}
fragment {
void material(inout MaterialInputs material) {
highp float2 uvs[2];
uvs[0] = getUV0();
uvs[1] = getUV1();
if (materialParams.normalIndex > -1) {
highp float2 uv = uvs[materialParams.normalIndex];
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
material.normal.xy *= materialParams.normalScale;
}
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
if (materialParams.baseColorIndex > -1) {
highp float2 uv = uvs[materialParams.baseColorIndex];
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
material.baseColor *= texture(materialParams_baseColorMap, uv);
}
#if defined(BLEND_MODE_TRANSPARENT)
material.baseColor.rgb *= material.baseColor.a;
#endif
material.baseColor *= getColor();
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
material.sheenColor = materialParams.sheenColorFactor;
material.sheenRoughness = materialParams.sheenRoughnessFactor;
material.reflectance = materialParams.reflectance;
material.emissive = vec4(materialParams.emissiveStrength *
materialParams.emissiveFactor.rgb, 0.0);
if (materialParams.sheenColorIndex > -1) {
highp float2 uv = uvs[materialParams.sheenColorIndex];
uv = (vec3(uv, 1.0) * materialParams.sheenColorUvMatrix).xy;
material.sheenColor *= texture(materialParams_sheenColorMap, uv).rgb;
}
if (materialParams.sheenRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.sheenRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.sheenRoughnessUvMatrix).xy;
material.sheenRoughness *= texture(materialParams_sheenRoughnessMap, uv).a;
}
if (materialParams.metallicRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
material.roughness *= mr.g;
material.metallic *= mr.b;
}
if (materialParams.aoIndex > -1) {
highp float2 uv = uvs[materialParams.aoIndex];
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
float occlusion = texture(materialParams_occlusionMap, uv).r;
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
}
if (materialParams.emissiveIndex > -1) {
highp float2 uv = uvs[materialParams.emissiveIndex];
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
}
${CUSTOM_FRAGMENT}
}
}

View File

@@ -0,0 +1,19 @@
ShadingModel=lit
BlendingMode=opaque
Transmission=unsupported
Volume=unsupported
Ior=unsupported
ClearCoat=unsupported
VertexColors=optional
BaseColorTexture=optional
NormalTexture=optional
OcclusionTexture=optional
EmissiveTexture=optional
MetallicRoughnessTexture=optional
TextureTransforms=optional
Sheen=optional
SheenColorTexture=optional
SheenRoughnessTexture=optional

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@@ -0,0 +1,178 @@
material {
name : base_${SHADINGMODEL}_${BLENDING},
requires : [ uv0, uv1, color ],
shadingModel : ${SHADINGMODEL},
blending : ${BLENDING},
doubleSided : ${DOUBLESIDED},
transparency : ${TRANSPARENCY},
flipUV : false,
specularAmbientOcclusion : simple,
specularAntiAliasing : true,
clearCoatIorChange : false,
reflections : screenspace,
parameters : [
{ type : float3, name : specularFactor },
{ type : float, name : glossinessFactor },
// Base Color
{ type : int, name : baseColorIndex },
{ type : float4, name : baseColorFactor },
{ type : sampler2d, name : baseColorMap },
{ type : mat3, name : baseColorUvMatrix, precision: high },
// Metallic-Roughness Map
{ type : int, name : metallicRoughnessIndex },
{ type : float, name : metallicFactor },
{ type : float, name : roughnessFactor },
{ type : sampler2d, name : metallicRoughnessMap },
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
// Normal Map
{ type : int, name : normalIndex },
{ type : float, name : normalScale },
{ type : sampler2d, name : normalMap },
{ type : mat3, name : normalUvMatrix, precision: high },
// Ambient Occlusion
{ type : int, name : aoIndex },
{ type : float, name : aoStrength },
{ type : sampler2d, name : occlusionMap },
{ type : mat3, name : occlusionUvMatrix, precision: high },
// Emissive Map
{ type : int, name : emissiveIndex },
{ type : float3, name : emissiveFactor },
{ type : float, name : emissiveStrength },
{ type : sampler2d, name : emissiveMap },
{ type : mat3, name : emissiveUvMatrix, precision: high },
// Clear coat
{ type : float, name : clearCoatFactor },
{ type : float, name : clearCoatRoughnessFactor },
{ type : int, name : clearCoatIndex },
{ type : sampler2d, name : clearCoatMap },
{ type : mat3, name : clearCoatUvMatrix, precision: high },
{ type : int, name : clearCoatRoughnessIndex },
{ type : sampler2d, name : clearCoatRoughnessMap },
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
{ type : int, name : clearCoatNormalIndex },
{ type : sampler2d, name : clearCoatNormalMap },
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
{ type : float, name : clearCoatNormalScale },
// Reflectance
{ type : float, name : reflectance }
${CUSTOM_PARAMS}
],
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
${CUSTOM_VERTEX}
}
}
fragment {
void material(inout MaterialInputs material) {
highp float2 uvs[2];
uvs[0] = getUV0();
uvs[1] = getUV1();
#if !defined(SHADING_MODEL_UNLIT)
if (materialParams.normalIndex > -1) {
highp float2 uv = uvs[materialParams.normalIndex];
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
material.normal.xy *= materialParams.normalScale;
}
#if defined(SHADING_MODEL_LIT)
if (materialParams.clearCoatNormalIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
}
#endif
#endif
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
if (materialParams.baseColorIndex > -1) {
highp float2 uv = uvs[materialParams.baseColorIndex];
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
material.baseColor *= texture(materialParams_baseColorMap, uv);
}
#if defined(BLEND_MODE_TRANSPARENT)
material.baseColor.rgb *= material.baseColor.a;
#endif
material.baseColor *= getColor();
#if !defined(SHADING_MODEL_UNLIT)
#if defined(SHADING_MODEL_LIT)
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
// KHR_materials_clearcoat forbids clear coat from
// being applied in the specular/glossiness model
material.clearCoat = materialParams.clearCoatFactor;
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
if (materialParams.clearCoatIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
}
if (materialParams.clearCoatRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
}
#endif
material.emissive = vec4(materialParams.emissiveStrength *
materialParams.emissiveFactor.rgb, 0.0);
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = materialParams.glossinessFactor;
material.specularColor = materialParams.specularFactor;
#else
material.reflectance = materialParams.reflectance;
#endif
if (materialParams.metallicRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
material.specularColor *= sg.rgb;
material.glossiness *= sg.a;
#else
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
material.roughness *= mr.g;
material.metallic *= mr.b;
#endif
}
if (materialParams.aoIndex > -1) {
highp float2 uv = uvs[materialParams.aoIndex];
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
float occlusion = texture(materialParams_occlusionMap, uv).r;
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
}
if (materialParams.emissiveIndex > -1) {
highp float2 uv = uvs[materialParams.emissiveIndex];
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
}
#endif
${CUSTOM_FRAGMENT}
}
}

View File

@@ -0,0 +1,32 @@
# Required Aspects
ShadingModel = ${SHADINGMODEL}
BlendingMode = ${BLENDING}
# Core Features
VertexColors = optional
BaseColorTexture = optional
NormalTexture = optional
OcclusionTexture = optional
EmissiveTexture = optional
MetallicRoughnessTexture = optional
TextureTransforms = optional
# ClearCoat Features
ClearCoat = optional
ClearCoatTexture = optional
ClearCoatRoughnessTexture = optional
ClearCoatNormalTexture = optional
# Sheen Features
Sheen = unsupported
SheenColorTexture = unsupported
SheenRoughnessTexture = unsupported
# Transmission and IOR Features
Transmission = unsupported
Ior = unsupported
TransmissionTexture = unsupported
# Volume Features
Volume = unsupported
VolumeThicknessTexture = unsupported

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@@ -0,0 +1,178 @@
material {
name : base_${SHADINGMODEL}_${BLENDING},
requires : [ uv0, uv1, color ],
shadingModel : ${SHADINGMODEL},
blending : ${BLENDING},
doubleSided : ${DOUBLESIDED},
transparency : ${TRANSPARENCY},
flipUV : false,
specularAmbientOcclusion : simple,
specularAntiAliasing : true,
clearCoatIorChange : false,
reflections : screenspace,
parameters : [
{ type : float3, name : specularFactor },
{ type : float, name : glossinessFactor },
// Base Color
{ type : int, name : baseColorIndex },
{ type : float4, name : baseColorFactor },
{ type : sampler2d, name : baseColorMap },
{ type : mat3, name : baseColorUvMatrix, precision: high },
// Metallic-Roughness Map
{ type : int, name : metallicRoughnessIndex },
{ type : float, name : metallicFactor },
{ type : float, name : roughnessFactor },
{ type : sampler2d, name : metallicRoughnessMap },
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
// Normal Map
{ type : int, name : normalIndex },
{ type : float, name : normalScale },
{ type : sampler2d, name : normalMap },
{ type : mat3, name : normalUvMatrix, precision: high },
// Ambient Occlusion
{ type : int, name : aoIndex },
{ type : float, name : aoStrength },
{ type : sampler2d, name : occlusionMap },
{ type : mat3, name : occlusionUvMatrix, precision: high },
// Emissive Map
{ type : int, name : emissiveIndex },
{ type : float3, name : emissiveFactor },
{ type : float, name : emissiveStrength },
{ type : sampler2d, name : emissiveMap },
{ type : mat3, name : emissiveUvMatrix, precision: high },
// Clear coat
{ type : float, name : clearCoatFactor },
{ type : float, name : clearCoatRoughnessFactor },
{ type : int, name : clearCoatIndex },
{ type : sampler2d, name : clearCoatMap },
{ type : mat3, name : clearCoatUvMatrix, precision: high },
{ type : int, name : clearCoatRoughnessIndex },
{ type : sampler2d, name : clearCoatRoughnessMap },
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
{ type : int, name : clearCoatNormalIndex },
{ type : sampler2d, name : clearCoatNormalMap },
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
{ type : float, name : clearCoatNormalScale },
// Reflectance
{ type : float, name : reflectance }
${CUSTOM_PARAMS}
],
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
${CUSTOM_VERTEX}
}
}
fragment {
void material(inout MaterialInputs material) {
highp float2 uvs[2];
uvs[0] = getUV0();
uvs[1] = getUV1();
#if !defined(SHADING_MODEL_UNLIT)
if (materialParams.normalIndex > -1) {
highp float2 uv = uvs[materialParams.normalIndex];
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
material.normal.xy *= materialParams.normalScale;
}
#if defined(SHADING_MODEL_LIT)
if (materialParams.clearCoatNormalIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
}
#endif
#endif
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
if (materialParams.baseColorIndex > -1) {
highp float2 uv = uvs[materialParams.baseColorIndex];
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
material.baseColor *= texture(materialParams_baseColorMap, uv);
}
#if defined(BLEND_MODE_TRANSPARENT)
material.baseColor.rgb *= material.baseColor.a;
#endif
material.baseColor *= getColor();
#if !defined(SHADING_MODEL_UNLIT)
#if defined(SHADING_MODEL_LIT)
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
// KHR_materials_clearcoat forbids clear coat from
// being applied in the specular/glossiness model
material.clearCoat = materialParams.clearCoatFactor;
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
if (materialParams.clearCoatIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
}
if (materialParams.clearCoatRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
}
#endif
material.emissive = vec4(materialParams.emissiveStrength *
materialParams.emissiveFactor.rgb, 0.0);
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = materialParams.glossinessFactor;
material.specularColor = materialParams.specularFactor;
#else
material.reflectance = materialParams.reflectance;
#endif
if (materialParams.metallicRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
material.specularColor *= sg.rgb;
material.glossiness *= sg.a;
#else
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
material.roughness *= mr.g;
material.metallic *= mr.b;
#endif
}
if (materialParams.aoIndex > -1) {
highp float2 uv = uvs[materialParams.aoIndex];
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
float occlusion = texture(materialParams_occlusionMap, uv).r;
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
}
if (materialParams.emissiveIndex > -1) {
highp float2 uv = uvs[materialParams.emissiveIndex];
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
}
#endif
${CUSTOM_FRAGMENT}
}
}

View File

@@ -0,0 +1,32 @@
# Required Aspects
ShadingModel = ${SHADINGMODEL}
BlendingMode = ${BLENDING}
# Core Features
VertexColors = optional
BaseColorTexture = optional
NormalTexture = optional
OcclusionTexture = optional
EmissiveTexture = optional
MetallicRoughnessTexture = optional
TextureTransforms = optional
# ClearCoat Features
ClearCoat = optional
ClearCoatTexture = optional
ClearCoatRoughnessTexture = optional
ClearCoatNormalTexture = optional
# Sheen Features
Sheen = unsupported
SheenColorTexture = unsupported
SheenRoughnessTexture = unsupported
# Transmission and IOR Features
Transmission = unsupported
Ior = unsupported
TransmissionTexture = unsupported
# Volume Features
Volume = unsupported
VolumeThicknessTexture = unsupported

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@@ -0,0 +1,178 @@
material {
name : base_${SHADINGMODEL}_${BLENDING},
requires : [ uv0, uv1, color ],
shadingModel : ${SHADINGMODEL},
blending : ${BLENDING},
doubleSided : ${DOUBLESIDED},
transparency : ${TRANSPARENCY},
flipUV : false,
specularAmbientOcclusion : simple,
specularAntiAliasing : true,
clearCoatIorChange : false,
reflections : screenspace,
parameters : [
{ type : float3, name : specularFactor },
{ type : float, name : glossinessFactor },
// Base Color
{ type : int, name : baseColorIndex },
{ type : float4, name : baseColorFactor },
{ type : sampler2d, name : baseColorMap },
{ type : mat3, name : baseColorUvMatrix, precision: high },
// Metallic-Roughness Map
{ type : int, name : metallicRoughnessIndex },
{ type : float, name : metallicFactor },
{ type : float, name : roughnessFactor },
{ type : sampler2d, name : metallicRoughnessMap },
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
// Normal Map
{ type : int, name : normalIndex },
{ type : float, name : normalScale },
{ type : sampler2d, name : normalMap },
{ type : mat3, name : normalUvMatrix, precision: high },
// Ambient Occlusion
{ type : int, name : aoIndex },
{ type : float, name : aoStrength },
{ type : sampler2d, name : occlusionMap },
{ type : mat3, name : occlusionUvMatrix, precision: high },
// Emissive Map
{ type : int, name : emissiveIndex },
{ type : float3, name : emissiveFactor },
{ type : float, name : emissiveStrength },
{ type : sampler2d, name : emissiveMap },
{ type : mat3, name : emissiveUvMatrix, precision: high },
// Clear coat
{ type : float, name : clearCoatFactor },
{ type : float, name : clearCoatRoughnessFactor },
{ type : int, name : clearCoatIndex },
{ type : sampler2d, name : clearCoatMap },
{ type : mat3, name : clearCoatUvMatrix, precision: high },
{ type : int, name : clearCoatRoughnessIndex },
{ type : sampler2d, name : clearCoatRoughnessMap },
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
{ type : int, name : clearCoatNormalIndex },
{ type : sampler2d, name : clearCoatNormalMap },
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
{ type : float, name : clearCoatNormalScale },
// Reflectance
{ type : float, name : reflectance }
${CUSTOM_PARAMS}
],
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
${CUSTOM_VERTEX}
}
}
fragment {
void material(inout MaterialInputs material) {
highp float2 uvs[2];
uvs[0] = getUV0();
uvs[1] = getUV1();
#if !defined(SHADING_MODEL_UNLIT)
if (materialParams.normalIndex > -1) {
highp float2 uv = uvs[materialParams.normalIndex];
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
material.normal.xy *= materialParams.normalScale;
}
#if defined(SHADING_MODEL_LIT)
if (materialParams.clearCoatNormalIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
}
#endif
#endif
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
if (materialParams.baseColorIndex > -1) {
highp float2 uv = uvs[materialParams.baseColorIndex];
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
material.baseColor *= texture(materialParams_baseColorMap, uv);
}
#if defined(BLEND_MODE_TRANSPARENT)
material.baseColor.rgb *= material.baseColor.a;
#endif
material.baseColor *= getColor();
#if !defined(SHADING_MODEL_UNLIT)
#if defined(SHADING_MODEL_LIT)
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
// KHR_materials_clearcoat forbids clear coat from
// being applied in the specular/glossiness model
material.clearCoat = materialParams.clearCoatFactor;
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
if (materialParams.clearCoatIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
}
if (materialParams.clearCoatRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
}
#endif
material.emissive = vec4(materialParams.emissiveStrength *
materialParams.emissiveFactor.rgb, 0.0);
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = materialParams.glossinessFactor;
material.specularColor = materialParams.specularFactor;
#else
material.reflectance = materialParams.reflectance;
#endif
if (materialParams.metallicRoughnessIndex > -1) {
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
material.specularColor *= sg.rgb;
material.glossiness *= sg.a;
#else
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
material.roughness *= mr.g;
material.metallic *= mr.b;
#endif
}
if (materialParams.aoIndex > -1) {
highp float2 uv = uvs[materialParams.aoIndex];
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
float occlusion = texture(materialParams_occlusionMap, uv).r;
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
}
if (materialParams.emissiveIndex > -1) {
highp float2 uv = uvs[materialParams.emissiveIndex];
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
}
#endif
${CUSTOM_FRAGMENT}
}
}

View File

@@ -0,0 +1,32 @@
# Required Aspects
ShadingModel = ${SHADINGMODEL}
BlendingMode = ${BLENDING}
# Core Features
VertexColors = optional
BaseColorTexture = optional
NormalTexture = optional
OcclusionTexture = optional
EmissiveTexture = optional
MetallicRoughnessTexture = optional
TextureTransforms = optional
# ClearCoat Features
ClearCoat = optional
ClearCoatTexture = optional
ClearCoatRoughnessTexture = optional
ClearCoatNormalTexture = optional
# Sheen Features
Sheen = unsupported
SheenColorTexture = unsupported
SheenRoughnessTexture = unsupported
# Transmission and IOR Features
Transmission = unsupported
Ior = unsupported
TransmissionTexture = unsupported
# Volume Features
Volume = unsupported
VolumeThicknessTexture = unsupported

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