///
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 BABYLON;
(function (BABYLON) {
var BrickProceduralTexture = (function (_super) {
__extends(BrickProceduralTexture, _super);
function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
_this._numberOfBricksHeight = 15;
_this._numberOfBricksWidth = 5;
_this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
_this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
_this.updateShaderUniforms();
return _this;
}
BrickProceduralTexture.prototype.updateShaderUniforms = function () {
this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
this.setColor3("brickColor", this._brickColor);
this.setColor3("jointColor", this._jointColor);
};
Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
get: function () {
return this._numberOfBricksHeight;
},
set: function (value) {
this._numberOfBricksHeight = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
get: function () {
return this._numberOfBricksWidth;
},
set: function (value) {
this._numberOfBricksWidth = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
get: function () {
return this._jointColor;
},
set: function (value) {
this._jointColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
get: function () {
return this._brickColor;
},
set: function (value) {
this._brickColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return BrickProceduralTexture;
}(BABYLON.ProceduralTexture));
BABYLON.BrickProceduralTexture = BrickProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.brickProceduralTexture.js.map
BABYLON.Effect.ShadersStore['brickProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\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}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yinyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xinxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}";