babylon.roadProceduralTexture.js 4.3 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 RoadProceduralTexture = /** @class */ (function (_super) {
  21. __extends(RoadProceduralTexture, _super);
  22. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  23. var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  24. _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  25. _this.updateShaderUniforms();
  26. return _this;
  27. }
  28. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  29. this.setColor3("roadColor", this._roadColor);
  30. };
  31. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  32. get: function () {
  33. return this._roadColor;
  34. },
  35. set: function (value) {
  36. this._roadColor = value;
  37. this.updateShaderUniforms();
  38. },
  39. enumerable: true,
  40. configurable: true
  41. });
  42. /**
  43. * Serializes this road procedural texture
  44. * @returns a serialized road procedural texture object
  45. */
  46. RoadProceduralTexture.prototype.serialize = function () {
  47. var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
  48. serializationObject.customType = "BABYLON.RoadProceduralTexture";
  49. return serializationObject;
  50. };
  51. /**
  52. * Creates a Road Procedural Texture from parsed road procedural texture data
  53. * @param parsedTexture defines parsed texture data
  54. * @param scene defines the current scene
  55. * @param rootUrl defines the root URL containing road procedural texture information
  56. * @returns a parsed Road Procedural Texture
  57. */
  58. RoadProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  59. var texture = BABYLON.SerializationHelper.Parse(function () { return new RoadProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
  60. return texture;
  61. };
  62. __decorate([
  63. BABYLON.serializeAsColor3()
  64. ], RoadProceduralTexture.prototype, "roadColor", null);
  65. return RoadProceduralTexture;
  66. }(BABYLON.ProceduralTexture));
  67. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  68. })(BABYLON || (BABYLON = {}));
  69. //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  70. 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}";