babylon.woodProceduralTexture.js 3.0 KB

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  1. "use strict";
  2. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  3. var __extends = (this && this.__extends) || (function () {
  4. var extendStatics = Object.setPrototypeOf ||
  5. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  6. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  7. return function (d, b) {
  8. extendStatics(d, b);
  9. function __() { this.constructor = d; }
  10. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  11. };
  12. })();
  13. var BABYLON;
  14. (function (BABYLON) {
  15. var WoodProceduralTexture = /** @class */ (function (_super) {
  16. __extends(WoodProceduralTexture, _super);
  17. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  18. var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  19. _this._ampScale = 100.0;
  20. _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  21. _this.updateShaderUniforms();
  22. return _this;
  23. }
  24. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  25. this.setFloat("ampScale", this._ampScale);
  26. this.setColor3("woodColor", this._woodColor);
  27. };
  28. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  29. get: function () {
  30. return this._ampScale;
  31. },
  32. set: function (value) {
  33. this._ampScale = value;
  34. this.updateShaderUniforms();
  35. },
  36. enumerable: true,
  37. configurable: true
  38. });
  39. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  40. get: function () {
  41. return this._woodColor;
  42. },
  43. set: function (value) {
  44. this._woodColor = value;
  45. this.updateShaderUniforms();
  46. },
  47. enumerable: true,
  48. configurable: true
  49. });
  50. return WoodProceduralTexture;
  51. }(BABYLON.ProceduralTexture));
  52. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  53. })(BABYLON || (BABYLON = {}));
  54. //# sourceMappingURL=babylon.woodProceduralTexture.js.map
  55. 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}";