babylon.grassProceduralTexture.js 5.5 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = Object.setPrototypeOf ||
  4. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  5. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  6. return function (d, b) {
  7. extendStatics(d, b);
  8. function __() { this.constructor = d; }
  9. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  10. };
  11. })();
  12. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  13. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  14. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  15. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  16. return c > 3 && r && Object.defineProperty(target, key, r), r;
  17. };
  18. var BABYLON;
  19. (function (BABYLON) {
  20. var GrassProceduralTexture = /** @class */ (function (_super) {
  21. __extends(GrassProceduralTexture, _super);
  22. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  23. var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  24. _this._groundColor = new BABYLON.Color3(1, 1, 1);
  25. _this._grassColors = [
  26. new BABYLON.Color3(0.29, 0.38, 0.02),
  27. new BABYLON.Color3(0.36, 0.49, 0.09),
  28. new BABYLON.Color3(0.51, 0.6, 0.28)
  29. ];
  30. _this.updateShaderUniforms();
  31. return _this;
  32. }
  33. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  34. this.setColor3("herb1Color", this._grassColors[0]);
  35. this.setColor3("herb2Color", this._grassColors[1]);
  36. this.setColor3("herb3Color", this._grassColors[2]);
  37. this.setColor3("groundColor", this._groundColor);
  38. };
  39. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  40. get: function () {
  41. return this._grassColors;
  42. },
  43. set: function (value) {
  44. this._grassColors = value;
  45. this.updateShaderUniforms();
  46. },
  47. enumerable: true,
  48. configurable: true
  49. });
  50. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  51. get: function () {
  52. return this._groundColor;
  53. },
  54. set: function (value) {
  55. this._groundColor = value;
  56. this.updateShaderUniforms();
  57. },
  58. enumerable: true,
  59. configurable: true
  60. });
  61. /**
  62. * Serializes this grass procedural texture
  63. * @returns a serialized grass procedural texture object
  64. */
  65. GrassProceduralTexture.prototype.serialize = function () {
  66. var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
  67. serializationObject.customType = "BABYLON.GrassProceduralTexture";
  68. return serializationObject;
  69. };
  70. /**
  71. * Creates a Grass Procedural Texture from parsed grass procedural texture data
  72. * @param parsedTexture defines parsed texture data
  73. * @param scene defines the current scene
  74. * @param rootUrl defines the root URL containing grass procedural texture information
  75. * @returns a parsed Grass Procedural Texture
  76. */
  77. GrassProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  78. var texture = BABYLON.SerializationHelper.Parse(function () { return new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
  79. return texture;
  80. };
  81. __decorate([
  82. BABYLON.serializeAsColor3()
  83. ], GrassProceduralTexture.prototype, "grassColors", null);
  84. __decorate([
  85. BABYLON.serializeAsColor3()
  86. ], GrassProceduralTexture.prototype, "groundColor", null);
  87. return GrassProceduralTexture;
  88. }(BABYLON.ProceduralTexture));
  89. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  90. })(BABYLON || (BABYLON = {}));
  91. //# sourceMappingURL=babylon.grassProceduralTexture.js.map
  92. 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}";