/// 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 StarfieldProceduralTexture = /** @class */ (function (_super) { __extends(StarfieldProceduralTexture, _super); function StarfieldProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { var _this = _super.call(this, name, size, "starfieldProceduralTexture", scene, fallbackTexture, generateMipMaps) || this; _this._time = 1; _this._alpha = 0.5; _this._beta = 0.8; _this._zoom = 0.8; _this._formuparam = 0.53; _this._stepsize = 0.1; _this._tile = 0.850; _this._brightness = 0.0015; _this._darkmatter = 0.400; _this._distfading = 0.730; _this._saturation = 0.850; _this.updateShaderUniforms(); return _this; } StarfieldProceduralTexture.prototype.updateShaderUniforms = function () { this.setFloat("time", this._time); this.setFloat("alpha", this._alpha); this.setFloat("beta", this._beta); this.setFloat("zoom", this._zoom); this.setFloat("formuparam", this._formuparam); this.setFloat("stepsize", this._stepsize); this.setFloat("tile", this._tile); this.setFloat("brightness", this._brightness); this.setFloat("darkmatter", this._darkmatter); this.setFloat("distfading", this._distfading); this.setFloat("saturation", this._saturation); }; Object.defineProperty(StarfieldProceduralTexture.prototype, "time", { get: function () { return this._time; }, set: function (value) { this._time = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "alpha", { get: function () { return this._alpha; }, set: function (value) { this._alpha = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "beta", { get: function () { return this._beta; }, set: function (value) { this._beta = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "formuparam", { get: function () { return this._formuparam; }, set: function (value) { this._formuparam = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "stepsize", { get: function () { return this._stepsize; }, set: function (value) { this._stepsize = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "zoom", { get: function () { return this._zoom; }, set: function (value) { this._zoom = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "tile", { get: function () { return this._tile; }, set: function (value) { this._tile = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "brightness", { get: function () { return this._brightness; }, set: function (value) { this._brightness = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "darkmatter", { get: function () { return this._darkmatter; }, set: function (value) { this._darkmatter = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "distfading", { get: function () { return this._distfading; }, set: function (value) { this._distfading = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(StarfieldProceduralTexture.prototype, "saturation", { get: function () { return this._saturation; }, set: function (value) { this._saturation = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); /** * Serializes this starfield procedural texture * @returns a serialized starfield procedural texture object */ StarfieldProceduralTexture.prototype.serialize = function () { var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this)); serializationObject.customType = "BABYLON.StarfieldProceduralTexture"; return serializationObject; }; /** * Creates a Starfield Procedural Texture from parsed startfield procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing startfield procedural texture information * @returns a parsed Starfield Procedural Texture */ StarfieldProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) { var texture = BABYLON.SerializationHelper.Parse(function () { return new StarfieldProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl); return texture; }; __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "time", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "alpha", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "beta", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "formuparam", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "stepsize", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "zoom", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "tile", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "brightness", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "darkmatter", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "distfading", null); __decorate([ BABYLON.serialize() ], StarfieldProceduralTexture.prototype, "saturation", null); return StarfieldProceduralTexture; }(BABYLON.ProceduralTexture)); BABYLON.StarfieldProceduralTexture = StarfieldProceduralTexture; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.starfieldProceduralTexture.js.map BABYLON.Effect.ShadersStore['starfieldProceduralTexturePixelShader'] = "precision highp float;\n\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float time;\nuniform float alpha;\nuniform float beta;\nuniform float zoom;\nuniform float formuparam;\nuniform float stepsize;\nuniform float tile;\nuniform float brightness;\nuniform float darkmatter;\nuniform float distfading;\nuniform float saturation;\nvoid main()\n{\nvec3 dir=vec3(vUV*zoom,1.);\nfloat localTime=time*0.0001;\n\nmat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));\nmat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));\ndir.xz*=rot1;\ndir.xy*=rot2;\nvec3 from=vec3(1.,.5,0.5);\nfrom+=vec3(-2.,localTime*2.,localTime);\nfrom.xz*=rot1;\nfrom.xy*=rot2;\n\nfloat s=0.1,fade=1.;\nvec3 v=vec3(0.);\nfor (int r=0; r6) fade*=1.-dm; \n\nv+=fade;\nv+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; \nfade*=distfading; \ns+=stepsize;\n}\nv=mix(vec3(length(v)),v,saturation); \ngl_FragColor=vec4(v*.01,1.);\n}";