babylon.roadProceduralTexture.js 2.2 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 RoadProceduralTexture = (function (_super) {
  10. __extends(RoadProceduralTexture, _super);
  11. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  12. var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  13. _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  14. _this.updateShaderUniforms();
  15. return _this;
  16. }
  17. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  18. this.setColor3("roadColor", this._roadColor);
  19. };
  20. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  21. get: function () {
  22. return this._roadColor;
  23. },
  24. set: function (value) {
  25. this._roadColor = value;
  26. this.updateShaderUniforms();
  27. },
  28. enumerable: true,
  29. configurable: true
  30. });
  31. return RoadProceduralTexture;
  32. }(BABYLON.ProceduralTexture));
  33. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  34. })(BABYLON || (BABYLON = {}));
  35. //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  36. BABYLON.Effect.ShadersStore['roadProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vUV; \nuniform vec3 roadColor;\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) {\nfloat ratioy=mod(gl_FragCoord.y*100.0 ,fbm(vUV*2.0));\nvec3 color=roadColor*ratioy;\ngl_FragColor=vec4(color,1.0);\n}";