/// var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var BABYLON; (function (BABYLON) { var WoodProceduralTexture = /** @class */ (function (_super) { __extends(WoodProceduralTexture, _super); function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this; _this._ampScale = 100.0; _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09); _this.updateShaderUniforms(); return _this; } WoodProceduralTexture.prototype.updateShaderUniforms = function () { this.setFloat("ampScale", this._ampScale); this.setColor3("woodColor", this._woodColor); }; Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", { get: function () { return this._ampScale; }, set: function (value) { this._ampScale = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", { get: function () { return this._woodColor; }, set: function (value) { this._woodColor = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); /** * Serializes this wood procedural texture * @returns a serialized wood procedural texture object */ WoodProceduralTexture.prototype.serialize = function () { var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this)); serializationObject.customType = "BABYLON.WoodProceduralTexture"; return serializationObject; }; /** * Creates a Wood Procedural Texture from parsed wood procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing wood procedural texture information * @returns a parsed Wood Procedural Texture */ WoodProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) { var texture = BABYLON.SerializationHelper.Parse(function () { return new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl); return texture; }; __decorate([ BABYLON.serialize() ], WoodProceduralTexture.prototype, "ampScale", null); __decorate([ BABYLON.serializeAsColor3() ], WoodProceduralTexture.prototype, "woodColor", null); return WoodProceduralTexture; }(BABYLON.ProceduralTexture)); BABYLON.WoodProceduralTexture = WoodProceduralTexture; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.woodProceduralTexture.js.map BABYLON.Effect.ShadersStore['woodProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n}";