babylon.woodProceduralTexture.js 2.7 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 WoodProceduralTexture = (function (_super) {
  10. __extends(WoodProceduralTexture, _super);
  11. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  12. var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  13. _this._ampScale = 100.0;
  14. _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  15. _this.updateShaderUniforms();
  16. return _this;
  17. }
  18. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  19. this.setFloat("ampScale", this._ampScale);
  20. this.setColor3("woodColor", this._woodColor);
  21. };
  22. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  23. get: function () {
  24. return this._ampScale;
  25. },
  26. set: function (value) {
  27. this._ampScale = value;
  28. this.updateShaderUniforms();
  29. },
  30. enumerable: true,
  31. configurable: true
  32. });
  33. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  34. get: function () {
  35. return this._woodColor;
  36. },
  37. set: function (value) {
  38. this._woodColor = value;
  39. this.updateShaderUniforms();
  40. },
  41. enumerable: true,
  42. configurable: true
  43. });
  44. return WoodProceduralTexture;
  45. }(BABYLON.ProceduralTexture));
  46. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  47. })(BABYLON || (BABYLON = {}));
  48. //# sourceMappingURL=babylon.woodProceduralTexture.js.map
  49. BABYLON.Effect.ShadersStore['woodProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\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(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n}";