babylon.marbleProceduralTexture.js 4.9 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || function (d, b) {
  3. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4. function __() { this.constructor = d; }
  5. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  6. };
  7. var BABYLON;
  8. (function (BABYLON) {
  9. var MarbleProceduralTexture = (function (_super) {
  10. __extends(MarbleProceduralTexture, _super);
  11. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  12. var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  13. _this._numberOfTilesHeight = 3;
  14. _this._numberOfTilesWidth = 3;
  15. _this._amplitude = 9.0;
  16. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  17. _this.updateShaderUniforms();
  18. return _this;
  19. }
  20. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  21. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  22. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  23. this.setFloat("amplitude", this._amplitude);
  24. this.setColor3("jointColor", this._jointColor);
  25. };
  26. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  27. get: function () {
  28. return this._numberOfTilesHeight;
  29. },
  30. set: function (value) {
  31. this._numberOfTilesHeight = value;
  32. this.updateShaderUniforms();
  33. },
  34. enumerable: true,
  35. configurable: true
  36. });
  37. Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
  38. get: function () {
  39. return this._amplitude;
  40. },
  41. set: function (value) {
  42. this._amplitude = value;
  43. this.updateShaderUniforms();
  44. },
  45. enumerable: true,
  46. configurable: true
  47. });
  48. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  49. get: function () {
  50. return this._numberOfTilesWidth;
  51. },
  52. set: function (value) {
  53. this._numberOfTilesWidth = value;
  54. this.updateShaderUniforms();
  55. },
  56. enumerable: true,
  57. configurable: true
  58. });
  59. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  60. get: function () {
  61. return this._jointColor;
  62. },
  63. set: function (value) {
  64. this._jointColor = value;
  65. this.updateShaderUniforms();
  66. },
  67. enumerable: true,
  68. configurable: true
  69. });
  70. return MarbleProceduralTexture;
  71. }(BABYLON.ProceduralTexture));
  72. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  73. })(BABYLON || (BABYLON = {}));
  74. //# sourceMappingURL=babylon.marbleProceduralTexture.js.map
  75. 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 round(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=round(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=round(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-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}";