babylon.roadProceduralTexture.min.js 1.2 KB

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  1. var BABYLON;!(function(o){var r=(function(r){function n(n,e,t,a,d){r.call(this,n,e,"roadProceduralTexture",t,a,d),this._roadColor=new o.Color3(.53,.53,.53),this.updateShaderUniforms()}return __extends(n,r),n.prototype.updateShaderUniforms=function(){this.setColor3("roadColor",this._roadColor)},Object.defineProperty(n.prototype,"roadColor",{get:function(){return this._roadColor},set:function(o){this._roadColor=o,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),n})(o.ProceduralTexture);o.RoadProceduralTexture=r})(BABYLON||(BABYLON={})),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}";