default parameters were not initialized which could cause them to be incorrectly evaluated in the shader. this is actually a pretty crazy bug that has been around since forever and which we were "lucky" to not run into sooner. this was exposed with the specular extension that was added recently.
211 lines
8.9 KiB
C++
211 lines
8.9 KiB
C++
/*
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* Copyright (C) 2019 The Android Open Source Project
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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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*/
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#include <gltfio/MaterialProvider.h>
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#include <string>
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namespace filament::gltfio {
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bool operator==(const MaterialKey& k1, const MaterialKey& k2) {
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return
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(k1.doubleSided == k2.doubleSided) &&
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(k1.unlit == k2.unlit) &&
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(k1.hasVertexColors == k2.hasVertexColors) &&
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(k1.hasBaseColorTexture == k2.hasBaseColorTexture) &&
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(k1.hasNormalTexture == k2.hasNormalTexture) &&
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(k1.hasOcclusionTexture == k2.hasOcclusionTexture) &&
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(k1.hasEmissiveTexture == k2.hasEmissiveTexture) &&
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(k1.useSpecularGlossiness == k2.useSpecularGlossiness) &&
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(k1.alphaMode == k2.alphaMode) &&
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(k1.hasMetallicRoughnessTexture == k2.hasMetallicRoughnessTexture) &&
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(k1.metallicRoughnessUV == k2.metallicRoughnessUV) &&
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(k1.baseColorUV == k2.baseColorUV) &&
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(k1.hasClearCoatTexture == k2.hasClearCoatTexture) &&
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(k1.clearCoatUV == k2.clearCoatUV) &&
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(k1.hasClearCoatRoughnessTexture == k2.hasClearCoatRoughnessTexture) &&
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(k1.clearCoatRoughnessUV == k2.clearCoatRoughnessUV) &&
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(k1.hasClearCoatNormalTexture == k2.hasClearCoatNormalTexture) &&
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(k1.clearCoatNormalUV == k2.clearCoatNormalUV) &&
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(k1.hasClearCoat == k2.hasClearCoat) &&
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(k1.hasTransmission == k2.hasTransmission) &&
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(k1.hasTextureTransforms == k2.hasTextureTransforms) &&
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(k1.emissiveUV == k2.emissiveUV) &&
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(k1.aoUV == k2.aoUV) &&
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(k1.normalUV == k2.normalUV) &&
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(k1.hasTransmissionTexture == k2.hasTransmissionTexture) &&
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(k1.transmissionUV == k2.transmissionUV) &&
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(k1.hasSheenColorTexture == k2.hasSheenColorTexture) &&
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(k1.sheenColorUV == k2.sheenColorUV) &&
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(k1.hasSheenRoughnessTexture == k2.hasSheenRoughnessTexture) &&
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(k1.sheenRoughnessUV == k2.sheenRoughnessUV) &&
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(k1.hasVolumeThicknessTexture == k2.hasVolumeThicknessTexture) &&
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(k1.volumeThicknessUV == k2.volumeThicknessUV) &&
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(k1.hasSheen == k2.hasSheen) &&
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(k1.hasIOR == k2.hasIOR) &&
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(k1.hasVolume == k2.hasVolume) &&
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(k1.hasSpecular == k2.hasSpecular) &&
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(k1.hasSpecularTexture == k2.hasSpecularTexture) &&
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(k1.hasSpecularColorTexture == k2.hasSpecularColorTexture) &&
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(k1.specularTextureUV == k2.specularTextureUV) &&
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(k1.specularColorTextureUV == k2.specularColorTextureUV)
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;
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}
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// Filament supports up to 2 UV sets. glTF has arbitrary texcoord set indices, but it allows
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// implementations to support only 2 simultaneous sets. Here we build a mapping table with 1-based
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// indices where 0 means unused. Note that the order in which we drop textures can affect the look
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// of certain assets. This "order of degradation" is stipulated by the glTF 2.0 specification.
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void constrainMaterial(MaterialKey* key, UvMap* uvmap) {
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const int MAX_INDEX = 2;
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UvMap retval {};
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int index = 1;
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if (key->hasBaseColorTexture) {
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retval[key->baseColorUV] = (UvSet) index++;
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}
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if (key->hasMetallicRoughnessTexture && retval[key->metallicRoughnessUV] == UNUSED) {
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retval[key->metallicRoughnessUV] = (UvSet) index++;
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}
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if (key->hasNormalTexture && retval[key->normalUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasNormalTexture = false;
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} else {
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retval[key->normalUV] = (UvSet) index++;
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}
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}
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if (key->hasOcclusionTexture && retval[key->aoUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasOcclusionTexture = false;
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} else {
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retval[key->aoUV] = (UvSet) index++;
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}
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}
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if (key->hasEmissiveTexture && retval[key->emissiveUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasEmissiveTexture = false;
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} else {
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retval[key->emissiveUV] = (UvSet) index++;
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}
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}
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if (key->hasTransmissionTexture && retval[key->transmissionUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasTransmissionTexture = false;
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} else {
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retval[key->transmissionUV] = (UvSet) index++;
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}
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}
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if (key->hasClearCoatTexture && retval[key->clearCoatUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasClearCoatTexture = false;
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} else {
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retval[key->clearCoatUV] = (UvSet) index++;
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}
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}
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if (key->hasClearCoatRoughnessTexture && retval[key->clearCoatRoughnessUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasClearCoatRoughnessTexture = false;
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} else {
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retval[key->clearCoatRoughnessUV] = (UvSet) index++;
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}
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}
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if (key->hasClearCoatNormalTexture && retval[key->clearCoatNormalUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasClearCoatNormalTexture = false;
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} else {
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retval[key->clearCoatNormalUV] = (UvSet) index++;
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}
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}
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if (key->hasSheenColorTexture && retval[key->sheenColorUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasSheenColorTexture = false;
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} else {
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retval[key->sheenColorUV] = (UvSet) index++;
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}
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}
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if (key->hasSheenRoughnessTexture && retval[key->sheenRoughnessUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasSheenRoughnessTexture = false;
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} else {
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retval[key->sheenRoughnessUV] = (UvSet) index++;
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}
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}
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if (key->hasVolumeThicknessTexture && retval[key->volumeThicknessUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasVolumeThicknessTexture = false;
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} else {
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retval[key->volumeThicknessUV] = (UvSet) index++;
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}
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}
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if (key->hasSpecularTexture && retval[key->specularTextureUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasSpecularTexture = false;
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} else {
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retval[key->specularTextureUV] = (UvSet) index++;
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}
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}
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if (key->hasSpecularColorTexture && retval[key->specularColorTextureUV] == UNUSED) {
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if (index > MAX_INDEX) {
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key->hasSpecularColorTexture = false;
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} else {
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retval[key->specularColorTextureUV] = (UvSet) index++;
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}
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}
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// NOTE: KHR_materials_clearcoat does not provide separate UVs, we'll assume UV0
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*uvmap = retval;
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}
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void processShaderString(std::string* shader, const UvMap& uvmap, const MaterialKey& config) {
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auto replaceAll = [shader](const std::string& from, const std::string& to) {
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size_t pos = shader->find(from);
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for (; pos != std::string::npos; pos = shader->find(from, pos)) {
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shader->replace(pos, from.length(), to);
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}
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};
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static const std::string uvstrings[] = { "vec2(0)", "getUV0()", "getUV1()" };
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const auto& normalUV = uvstrings[uvmap[config.normalUV]];
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const auto& baseColorUV = uvstrings[uvmap[config.baseColorUV]];
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const auto& metallicRoughnessUV = uvstrings[uvmap[config.metallicRoughnessUV]];
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const auto& emissiveUV = uvstrings[uvmap[config.emissiveUV]];
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const auto& transmissionUV = uvstrings[uvmap[config.transmissionUV]];
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const auto& aoUV = uvstrings[uvmap[config.aoUV]];
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const auto& clearCoatUV = uvstrings[uvmap[config.clearCoatUV]];
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const auto& clearCoatRoughnessUV = uvstrings[uvmap[config.clearCoatRoughnessUV]];
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const auto& clearCoatNormalUV = uvstrings[uvmap[config.clearCoatNormalUV]];
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const auto& sheenColorUV = uvstrings[uvmap[config.sheenColorUV]];
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const auto& sheenRoughnessUV = uvstrings[uvmap[config.sheenRoughnessUV]];
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const auto& volumeThicknessUV = uvstrings[uvmap[config.volumeThicknessUV]];
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const auto& specularUV = uvstrings[uvmap[config.specularTextureUV]];
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const auto& specularColorUV = uvstrings[uvmap[config.specularColorTextureUV]];
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replaceAll("${normal}", normalUV);
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replaceAll("${color}", baseColorUV);
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replaceAll("${metallic}", metallicRoughnessUV);
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replaceAll("${ao}", aoUV);
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replaceAll("${emissive}", emissiveUV);
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replaceAll("${transmission}", transmissionUV);
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replaceAll("${clearCoat}", clearCoatUV);
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replaceAll("${clearCoatRoughness}", clearCoatRoughnessUV);
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replaceAll("${clearCoatNormal}", clearCoatNormalUV);
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replaceAll("${sheenColor}", sheenColorUV);
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replaceAll("${sheenRoughness}", sheenRoughnessUV);
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replaceAll("${volumeThickness}", volumeThicknessUV);
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replaceAll("${specular}", specularUV);
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replaceAll("${specularColor}", specularColorUV);
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}
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} // namespace filament::gltfio
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