var __extends = this.__extends || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; var BABYLON; (function (BABYLON) { var WoodProceduralTexture = (function (_super) { __extends(WoodProceduralTexture, _super); function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps); this._ampScale = 100.0; this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09); this.updateShaderUniforms(); // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... this.refreshRate = 0; } 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; var FireProceduralTexture = (function (_super) { __extends(FireProceduralTexture, _super); function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps); this._time = 0.0; this._speed = new BABYLON.Vector2(0.5, 0.3); this._shift = 1.6; this._alpha = 1.0; this._autoGenerateTime = true; this._fireColors = FireProceduralTexture.RedFireColors; this.updateShaderUniforms(); // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... this.refreshRate = 1; } FireProceduralTexture.prototype.updateShaderUniforms = function () { this.setFloat("iGlobalTime", this._time); this.setVector2("speed", this._speed); this.setFloat("shift", this._shift); this.setFloat("alpha", this._alpha); this.setColor3("c1", new BABYLON.Color3(this._fireColors[0][0], this._fireColors[0][1], this._fireColors[0][2])); this.setColor3("c2", new BABYLON.Color3(this._fireColors[1][0], this._fireColors[1][1], this._fireColors[1][2])); this.setColor3("c3", new BABYLON.Color3(this._fireColors[2][0], this._fireColors[2][1], this._fireColors[2][2])); this.setColor3("c4", new BABYLON.Color3(this._fireColors[3][0], this._fireColors[3][1], this._fireColors[3][2])); this.setColor3("c5", new BABYLON.Color3(this._fireColors[4][0], this._fireColors[4][1], this._fireColors[4][2])); this.setColor3("c6", new BABYLON.Color3(this._fireColors[5][0], this._fireColors[5][1], this._fireColors[5][2])); }; FireProceduralTexture.prototype.render = function (useCameraPostProcess) { if (this._autoGenerateTime) { this._time += this.getScene().getAnimationRatio() * 0.03; this.updateShaderUniforms(); } _super.prototype.render.call(this, useCameraPostProcess); }; Object.defineProperty(FireProceduralTexture, "PurpleFireColors", { get: function () { return [ [0.5, 0.0, 1.0], [0.9, 0.0, 1.0], [0.2, 0.0, 1.0], [1.0, 0.9, 1.0], [0.1, 0.1, 1.0], [0.9, 0.9, 1.0] ]; }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture, "GreenFireColors", { get: function () { return [ [0.5, 1.0, 0.0], [0.5, 1.0, 0.0], [0.3, 0.4, 0.0], [0.5, 1.0, 0.0], [0.2, 0.0, 0.0], [0.5, 1.0, 0.0] ]; }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture, "RedFireColors", { get: function () { return [ [0.5, 0.0, 0.1], [0.9, 0.0, 0.0], [0.2, 0.0, 0.0], [1.0, 0.9, 0.0], [0.1, 0.1, 0.1], [0.9, 0.9, 0.9] ]; }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture, "BlueFireColors", { get: function () { return [ [0.1, 0.0, 0.5], [0.0, 0.0, 0.5], [0.1, 0.0, 0.2], [0.0, 0.0, 1.0], [0.1, 0.2, 0.3], [0.0, 0.2, 0.9] ]; }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "fireColors", { get: function () { return this._fireColors; }, set: function (value) { this._fireColors = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "time", { get: function () { return this._time; }, set: function (value) { this._time = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "speed", { get: function () { return this._speed; }, set: function (value) { this._speed = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "shift", { get: function () { return this._shift; }, set: function (value) { this._shift = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(FireProceduralTexture.prototype, "alpha", { get: function () { return this._alpha; }, set: function (value) { this._alpha = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return FireProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.FireProceduralTexture = FireProceduralTexture; var CloudProceduralTexture = (function (_super) { __extends(CloudProceduralTexture, _super); function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps); this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0); this._cloudColor = new BABYLON.Color3(1, 1, 1); this.updateShaderUniforms(); // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... this.refreshRate = 0; // https://www.shadertoy.com/view/XsjSRt } CloudProceduralTexture.prototype.updateShaderUniforms = function () { this.setColor3("skyColor", this._skyColor); this.setColor3("cloudColor", this._cloudColor); }; Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", { get: function () { return this._skyColor; }, set: function (value) { this._skyColor = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", { get: function () { return this._cloudColor; }, set: function (value) { this._cloudColor = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return CloudProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.CloudProceduralTexture = CloudProceduralTexture; var GrassProceduralTexture = (function (_super) { __extends(GrassProceduralTexture, _super); function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps); // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... this.refreshRate = 0; } return GrassProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.GrassProceduralTexture = GrassProceduralTexture; var RockProceduralTexture = (function (_super) { __extends(RockProceduralTexture, _super); function RockProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "rock", scene, fallbackTexture, generateMipMaps); // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... this.refreshRate = 0; } return RockProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.RockProceduralTexture = RockProceduralTexture; var RoadProceduralTexture = (function (_super) { __extends(RoadProceduralTexture, _super); function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps); // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... this.refreshRate = 0; } return RoadProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.RoadProceduralTexture = RoadProceduralTexture; var BrickProceduralTexture = (function (_super) { __extends(BrickProceduralTexture, _super); function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps); this._numberOfBricksHeight = 15; this._numberOfBricksWidth = 5; this.updateShaderUniforms(); // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... this.refreshRate = 0; } BrickProceduralTexture.prototype.updateShaderUniforms = function () { this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight); this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth); }; Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", { get: function () { return this._numberOfBricksHeight; }, enumerable: true, configurable: true }); Object.defineProperty(BrickProceduralTexture.prototype, "cloudColor", { 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._numberOfBricksHeight = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return BrickProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.BrickProceduralTexture = BrickProceduralTexture; var MarbleProceduralTexture = (function (_super) { __extends(MarbleProceduralTexture, _super); function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps); this._numberOfBricksHeight = 3; this._numberOfBricksWidth = 3; this.updateShaderUniforms(); // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... this.refreshRate = 0; } MarbleProceduralTexture.prototype.updateShaderUniforms = function () { this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight); this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth); }; Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfBricksHeight", { get: function () { return this._numberOfBricksHeight; }, enumerable: true, configurable: true }); Object.defineProperty(MarbleProceduralTexture.prototype, "cloudColor", { set: function (value) { this._numberOfBricksHeight = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfBricksWidth", { get: function () { return this._numberOfBricksWidth; }, set: function (value) { this._numberOfBricksHeight = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return MarbleProceduralTexture; })(BABYLON.ProceduralTexture); BABYLON.MarbleProceduralTexture = MarbleProceduralTexture; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.standardProceduralTexture.js.map