Material Database

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<?xml version="1.0"?>
<scenedata>
	<material>
		<name><![CDATA[Object  ID randomized uv offset]]></name>
		<diffuse>
			<albedo>
				<shader>
					<texture>
						<path><![CDATA[ColorChecker_sRGB_from_Ref.jpg]]></path>
					</texture>
					<shader><![CDATA[# Shader to randomize uv offsets
def eval(vec3 pos) vec3 :
  let 
    r = real(objectId()) # Get object ID, convert to a real number.
	offset_vec = vec2(  # Get a random vector with components in [0, 1].
      gridNoise(vec2(r, 0.0)), # Get u offset using grid noise.
      gridNoise(vec2(r, 1.0))  # Get v offset using grid noise. Use a different y value to get a different random number.
    )
  in
    sample2DTextureVec3(0, getTexCoords(0) + offset_vec) # Read texture value
]]></shader>
				</shader>
			</albedo>
		</diffuse>
	</material>
</scenedata>

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