/// 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 StarfieldProceduralTexture = (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 }); 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}";