/// var BABYLON; (function (BABYLON) { var WoodProceduralTexture = (function (_super) { __extends(WoodProceduralTexture, _super); function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps); this._ampScale = 100.0; this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09); this.updateShaderUniforms(); } WoodProceduralTexture.prototype.updateShaderUniforms = function () { this.setFloat("ampScale", this._ampScale); this.setColor3("woodColor", this._woodColor); }; Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", { get: function () { return this._ampScale; }, set: function (value) { this._ampScale = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", { get: function () { return this._woodColor; }, set: function (value) { this._woodColor = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return WoodProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.WoodProceduralTexture = WoodProceduralTexture; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore['woodProceduralTexturePixelShader'] = "precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float ampScale;\r\nuniform vec3 woodColor;\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(void) {\r\n\tfloat ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\r\n\tvec3 wood = woodColor * ratioy;\r\n\tgl_FragColor = vec4(wood, 1.0);\r\n}";