babylon.brickProceduralTexture.min.js 3.1 KB

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  1. var BABYLON;!(function(n){var r=(function(r){function i(i,o,e,t,c){r.call(this,i,o,"brickProceduralTexture",e,t,c),this._numberOfBricksHeight=15,this._numberOfBricksWidth=5,this._jointColor=new n.Color3(.72,.72,.72),this._brickColor=new n.Color3(.77,.47,.4),this.updateShaderUniforms()}return __extends(i,r),i.prototype.updateShaderUniforms=function(){this.setFloat("numberOfBricksHeight",this._numberOfBricksHeight),this.setFloat("numberOfBricksWidth",this._numberOfBricksWidth),this.setColor3("brickColor",this._brickColor),this.setColor3("jointColor",this._jointColor)},Object.defineProperty(i.prototype,"numberOfBricksHeight",{get:function(){return this._numberOfBricksHeight},set:function(n){this._numberOfBricksHeight=n,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(i.prototype,"numberOfBricksWidth",{get:function(){return this._numberOfBricksWidth},set:function(n){this._numberOfBricksWidth=n,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(i.prototype,"jointColor",{get:function(){return this._jointColor},set:function(n){this._jointColor=n,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(i.prototype,"brickColor",{get:function(){return this._brickColor},set:function(n){this._brickColor=n,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),i})(n.ProceduralTexture);n.BrickProceduralTexture=r})(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.brickProceduralTexturePixelShader="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\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}\nfloat round(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=round(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=round(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}";