/// var BABYLON; (function (BABYLON) { var CloudProceduralTexture = (function (_super) { __extends(CloudProceduralTexture, _super); function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps); this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0); this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0); this.updateShaderUniforms(); this.refreshRate = 0; } CloudProceduralTexture.prototype.updateShaderUniforms = function () { this.setColor4("skyColor", this._skyColor); this.setColor4("cloudColor", this._cloudColor); }; Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", { get: function () { return this._skyColor; }, set: function (value) { this._skyColor = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", { get: function () { return this._cloudColor; }, set: function (value) { this._cloudColor = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return CloudProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.CloudProceduralTexture = CloudProceduralTexture; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore['cloudProceduralTexturePixelShader'] = "precision highp float;\r\n\r\nvarying vec2 vUV;\r\n\r\nuniform vec4 skyColor;\r\nuniform vec4 cloudColor;\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() {\r\n\r\n\tvec2 p = vUV * 12.0;\r\n\tvec4 c = mix(skyColor, cloudColor, fbm(p));\r\n\tgl_FragColor = c;\r\n\r\n}\r\n\r\n";