/// var BABYLON; (function (BABYLON) { var FireProceduralTexture = (function (_super) { __extends(FireProceduralTexture, _super); function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps); this._time = 0.0; this._speed = new BABYLON.Vector2(0.5, 0.3); this._autoGenerateTime = true; this._alphaThreshold = 0.5; this._fireColors = FireProceduralTexture.RedFireColors; this.updateShaderUniforms(); this.refreshRate = 1; } FireProceduralTexture.prototype.updateShaderUniforms = function () { this.setFloat("time", this._time); this.setVector2("speed", this._speed); this.setColor3("c1", this._fireColors[0]); this.setColor3("c2", this._fireColors[1]); this.setColor3("c3", this._fireColors[2]); this.setColor3("c4", this._fireColors[3]); this.setColor3("c5", this._fireColors[4]); this.setColor3("c6", this._fireColors[5]); this.setFloat("alphaThreshold", this._alphaThreshold); }; FireProceduralTexture.prototype.render = function (useCameraPostProcess) { if (this._autoGenerateTime) { this._time += this.getScene().getAnimationRatio() * 0.03; this.updateShaderUniforms(); } _super.prototype.render.call(this, useCameraPostProcess); }; Object.defineProperty(FireProceduralTexture, "PurpleFireColors", { get: function () { return [ new BABYLON.Color3(0.5, 0.0, 1.0), new BABYLON.Color3(0.9, 0.0, 1.0), new BABYLON.Color3(0.2, 0.0, 1.0), new BABYLON.Color3(1.0, 0.9, 1.0), new BABYLON.Color3(0.1, 0.1, 1.0), new BABYLON.Color3(0.9, 0.9, 1.0) ]; }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture, "GreenFireColors", { get: function () { return [ new BABYLON.Color3(0.5, 1.0, 0.0), new BABYLON.Color3(0.5, 1.0, 0.0), new BABYLON.Color3(0.3, 0.4, 0.0), new BABYLON.Color3(0.5, 1.0, 0.0), new BABYLON.Color3(0.2, 0.0, 0.0), new BABYLON.Color3(0.5, 1.0, 0.0) ]; }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture, "RedFireColors", { get: function () { return [ new BABYLON.Color3(0.5, 0.0, 0.1), new BABYLON.Color3(0.9, 0.0, 0.0), new BABYLON.Color3(0.2, 0.0, 0.0), new BABYLON.Color3(1.0, 0.9, 0.0), new BABYLON.Color3(0.1, 0.1, 0.1), new BABYLON.Color3(0.9, 0.9, 0.9) ]; }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture, "BlueFireColors", { get: function () { return [ new BABYLON.Color3(0.1, 0.0, 0.5), new BABYLON.Color3(0.0, 0.0, 0.5), new BABYLON.Color3(0.1, 0.0, 0.2), new BABYLON.Color3(0.0, 0.0, 1.0), new BABYLON.Color3(0.1, 0.2, 0.3), new BABYLON.Color3(0.0, 0.2, 0.9) ]; }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "fireColors", { get: function () { return this._fireColors; }, set: function (value) { this._fireColors = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "time", { get: function () { return this._time; }, set: function (value) { this._time = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "speed", { get: function () { return this._speed; }, set: function (value) { this._speed = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", { get: function () { return this._alphaThreshold; }, set: function (value) { this._alphaThreshold = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return FireProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.FireProceduralTexture = FireProceduralTexture; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore['fireProceduralTexturePixelShader'] = "precision highp float;\r\n\r\nuniform float time;\r\nuniform vec3 c1;\r\nuniform vec3 c2;\r\nuniform vec3 c3;\r\nuniform vec3 c4;\r\nuniform vec3 c5;\r\nuniform vec3 c6;\r\nuniform vec2 speed;\r\nuniform float shift;\r\nuniform float alphaThreshold;\r\n\r\nvarying vec2 vUV;\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\tvec2 p = vUV * 8.0;\r\n\tfloat q = fbm(p - time * 0.1);\r\n\tvec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\r\n\tvec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\r\n\tvec3 color = c * cos(shift * vUV.y);\r\n\tfloat luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\r\n\r\n\tgl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\r\n}";