///
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 MarbleProceduralTexture = (function (_super) {
__extends(MarbleProceduralTexture, _super);
function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
_this._numberOfTilesHeight = 3;
_this._numberOfTilesWidth = 3;
_this._amplitude = 9.0;
_this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
_this.updateShaderUniforms();
return _this;
}
MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
this.setFloat("amplitude", this._amplitude);
this.setColor3("jointColor", this._jointColor);
};
Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
get: function () {
return this._numberOfTilesHeight;
},
set: function (value) {
this._numberOfTilesHeight = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
get: function () {
return this._amplitude;
},
set: function (value) {
this._amplitude = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
get: function () {
return this._numberOfTilesWidth;
},
set: function (value) {
this._numberOfTilesWidth = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
get: function () {
return this._jointColor;
},
set: function (value) {
this._jointColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
return MarbleProceduralTexture;
}(BABYLON.ProceduralTexture));
BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.marbleProceduralTexture.js.map
BABYLON.Effect.ShadersStore['marbleProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 marbleColor;\nuniform vec3 jointColor;\nconst vec3 tileSize=vec3(1.1,1.0,1.1);\nconst vec3 tilePct=vec3(0.98,1.0,0.98);\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 turbulence(vec2 P)\n{\nfloat val=0.0;\nfloat freq=1.0;\nfor (int i=0; i<4; i++)\n{\nval+=abs(noise(P*freq)/freq);\nfreq*=2.07;\n}\nreturn val;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvec3 marble_color(float x)\n{\nvec3 col;\nx=0.5*(x+1.);\nx=sqrt(x); \nx=sqrt(x);\nx=sqrt(x);\ncol=vec3(.2+.75*x); \ncol.b*=0.95; \nreturn col;\n}\nvoid main()\n{\nfloat brickW=1.0/numberOfTilesWidth;\nfloat brickH=1.0/numberOfTilesHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.01;\nvec3 color=marbleColor;\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 t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\nt+=amplitude*turbulence(brickvUV.xy);\nt=sin(t);\ncolor=marble_color(t);\n}\ngl_FragColor=vec4(color,0.0);\n}";