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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var __extends = (this && this.__extends) || (function () {
- var extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
- function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
- return function (d, b) {
- extendStatics(d, b);
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- })();
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
- 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;
- return c > 3 && r && Object.defineProperty(target, key, r), r;
- };
- var BABYLON;
- (function (BABYLON) {
- var WoodProceduralTexture = /** @class */ (function (_super) {
- __extends(WoodProceduralTexture, _super);
- function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
- var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
- _this._ampScale = 100.0;
- _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
- _this.updateShaderUniforms();
- return _this;
- }
- WoodProceduralTexture.prototype.updateShaderUniforms = function () {
- this.setFloat("ampScale", this._ampScale);
- this.setColor3("woodColor", this._woodColor);
- };
- Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
- get: function () {
- return this._ampScale;
- },
- set: function (value) {
- this._ampScale = value;
- this.updateShaderUniforms();
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
- get: function () {
- return this._woodColor;
- },
- set: function (value) {
- this._woodColor = value;
- this.updateShaderUniforms();
- },
- enumerable: true,
- configurable: true
- });
- /**
- * Serializes this wood procedural texture
- * @returns a serialized wood procedural texture object
- */
- WoodProceduralTexture.prototype.serialize = function () {
- var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
- serializationObject.customType = "BABYLON.WoodProceduralTexture";
- return serializationObject;
- };
- /**
- * Creates a Wood Procedural Texture from parsed wood procedural texture data
- * @param parsedTexture defines parsed texture data
- * @param scene defines the current scene
- * @param rootUrl defines the root URL containing wood procedural texture information
- * @returns a parsed Wood Procedural Texture
- */
- WoodProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
- var texture = BABYLON.SerializationHelper.Parse(function () { return new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
- return texture;
- };
- __decorate([
- BABYLON.serialize()
- ], WoodProceduralTexture.prototype, "ampScale", null);
- __decorate([
- BABYLON.serializeAsColor3()
- ], WoodProceduralTexture.prototype, "woodColor", null);
- return WoodProceduralTexture;
- }(BABYLON.ProceduralTexture));
- BABYLON.WoodProceduralTexture = WoodProceduralTexture;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.woodProceduralTexture.js.map
- 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}";
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