/// var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { 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 extendStatics(d, b); } return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var BABYLON; (function (BABYLON) { var MarbleProceduralTexture = /** @class */ (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 }); /** * Serializes this marble procedural texture * @returns a serialized marble procedural texture object */ MarbleProceduralTexture.prototype.serialize = function () { var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this)); serializationObject.customType = "BABYLON.MarbleProceduralTexture"; return serializationObject; }; /** * Creates a Marble Procedural Texture from parsed marble procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing marble procedural texture information * @returns a parsed Marble Procedural Texture */ MarbleProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) { var texture = BABYLON.SerializationHelper.Parse(function () { return new MarbleProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl); return texture; }; __decorate([ BABYLON.serialize() ], MarbleProceduralTexture.prototype, "numberOfTilesHeight", null); __decorate([ BABYLON.serialize() ], MarbleProceduralTexture.prototype, "amplitude", null); __decorate([ BABYLON.serialize() ], MarbleProceduralTexture.prototype, "numberOfTilesWidth", null); __decorate([ BABYLON.serialize() ], MarbleProceduralTexture.prototype, "jointColor", null); 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}";