/// var BABYLON; (function (BABYLON) { var GrassProceduralTexture = (function (_super) { __extends(GrassProceduralTexture, _super); function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps); this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02); this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09); this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28); this._groundColor = new BABYLON.Color3(1, 1, 1); this._grassColors = [ new BABYLON.Color3(0.29, 0.38, 0.02), new BABYLON.Color3(0.36, 0.49, 0.09), new BABYLON.Color3(0.51, 0.6, 0.28) ]; this.updateShaderUniforms(); } GrassProceduralTexture.prototype.updateShaderUniforms = function () { this.setColor3("herb1Color", this._grassColors[0]); this.setColor3("herb2Color", this._grassColors[1]); this.setColor3("herb3Color", this._grassColors[2]); this.setColor3("groundColor", this._groundColor); }; Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", { get: function () { return this._grassColors; }, set: function (value) { this._grassColors = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", { get: function () { return this._groundColor; }, set: function (value) { this.groundColor = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return GrassProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.GrassProceduralTexture = GrassProceduralTexture; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore['grassProceduralTexturePixelShader'] = "precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform vec3 herb1Color;\r\nuniform vec3 herb2Color;\r\nuniform vec3 herb3Color;\r\nuniform vec3 groundColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main(void) {\r\n\tvec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\r\n\tcolor = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\r\n\tcolor = mix(color, herb3Color, rand(gl_FragCoord.xy));\r\n\tcolor = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\r\n\tgl_FragColor = vec4(color, 1.0);\r\n}";