///
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}";