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- var BABYLON;!(function(o){var n=(function(n){function r(r,e,t,l,i){n.call(this,r,e,"cloudProceduralTexture",t,l,i),this._skyColor=new o.Color4(.15,.68,1,1),this._cloudColor=new o.Color4(1,1,1,1),this.updateShaderUniforms()}return __extends(r,n),r.prototype.updateShaderUniforms=function(){this.setColor4("skyColor",this._skyColor),this.setColor4("cloudColor",this._cloudColor)},Object.defineProperty(r.prototype,"skyColor",{get:function(){return this._skyColor},set:function(o){this._skyColor=o,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(r.prototype,"cloudColor",{get:function(){return this._cloudColor},set:function(o){this._cloudColor=o,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),r})(o.ProceduralTexture);o.CloudProceduralTexture=n})(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.cloudProceduralTexturePixelShader="precision highp float;\nvarying vec2 vUV;\nuniform vec4 skyColor;\nuniform vec4 cloudColor;\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() {\nvec2 p=vUV*12.0;\nvec4 c=mix(skyColor,cloudColor,fbm(p));\ngl_FragColor=c;\n}\n";
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