/// 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 GrassProceduralTexture = (function (_super) { __extends(GrassProceduralTexture, _super); function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) { var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this; _this._groundColor = new BABYLON.Color3(1, 1, 1); _this._grassColors = [ new BABYLON.Color3(0.29, 0.38, 0.02), new BABYLON.Color3(0.36, 0.49, 0.09), new BABYLON.Color3(0.51, 0.6, 0.28) ]; _this.updateShaderUniforms(); return _this; } GrassProceduralTexture.prototype.updateShaderUniforms = function () { this.setColor3("herb1Color", this._grassColors[0]); this.setColor3("herb2Color", this._grassColors[1]); this.setColor3("herb3Color", this._grassColors[2]); this.setColor3("groundColor", this._groundColor); }; Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", { get: function () { return this._grassColors; }, set: function (value) { this._grassColors = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", { get: function () { return this._groundColor; }, set: function (value) { this.groundColor = value; this.updateShaderUniforms(); }, enumerable: true, configurable: true }); return GrassProceduralTexture; }(BABYLON.ProceduralTexture)); BABYLON.GrassProceduralTexture = GrassProceduralTexture; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.grassProceduralTexture.js.map BABYLON.Effect.ShadersStore['grassProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\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 fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}";