babylonjs.proceduralTextures.js 40 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757
  1. var BABYLON = BABYLON || (typeof require !== 'undefined' && require("babylonjs"));
  2. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  3. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  4. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  5. 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;
  6. return c > 3 && r && Object.defineProperty(target, key, r), r;
  7. };
  8. var __extends = (this && this.__extends) || (function () {
  9. var extendStatics = Object.setPrototypeOf ||
  10. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  11. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  12. return function (d, b) {
  13. extendStatics(d, b);
  14. function __() { this.constructor = d; }
  15. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  16. };
  17. })();
  18. var BABYLON;
  19. (function (BABYLON) {
  20. var WoodProceduralTexture = (function (_super) {
  21. __extends(WoodProceduralTexture, _super);
  22. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  23. var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  24. _this._ampScale = 100.0;
  25. _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  26. _this.updateShaderUniforms();
  27. return _this;
  28. }
  29. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  30. this.setFloat("ampScale", this._ampScale);
  31. this.setColor3("woodColor", this._woodColor);
  32. };
  33. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  34. get: function () {
  35. return this._ampScale;
  36. },
  37. set: function (value) {
  38. this._ampScale = value;
  39. this.updateShaderUniforms();
  40. },
  41. enumerable: true,
  42. configurable: true
  43. });
  44. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  45. get: function () {
  46. return this._woodColor;
  47. },
  48. set: function (value) {
  49. this._woodColor = value;
  50. this.updateShaderUniforms();
  51. },
  52. enumerable: true,
  53. configurable: true
  54. });
  55. return WoodProceduralTexture;
  56. }(BABYLON.ProceduralTexture));
  57. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  58. })(BABYLON || (BABYLON = {}));
  59. //# sourceMappingURL=babylon.woodProceduralTexture.js.map
  60. 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}";
  61. var BABYLON;
  62. (function (BABYLON) {
  63. var FireProceduralTexture = (function (_super) {
  64. __extends(FireProceduralTexture, _super);
  65. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  66. var _this = _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  67. _this._time = 0.0;
  68. _this._speed = new BABYLON.Vector2(0.5, 0.3);
  69. _this._autoGenerateTime = true;
  70. _this._alphaThreshold = 0.5;
  71. _this._fireColors = FireProceduralTexture.RedFireColors;
  72. _this.updateShaderUniforms();
  73. return _this;
  74. }
  75. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  76. this.setFloat("time", this._time);
  77. this.setVector2("speed", this._speed);
  78. this.setColor3("c1", this._fireColors[0]);
  79. this.setColor3("c2", this._fireColors[1]);
  80. this.setColor3("c3", this._fireColors[2]);
  81. this.setColor3("c4", this._fireColors[3]);
  82. this.setColor3("c5", this._fireColors[4]);
  83. this.setColor3("c6", this._fireColors[5]);
  84. this.setFloat("alphaThreshold", this._alphaThreshold);
  85. };
  86. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  87. if (this._autoGenerateTime) {
  88. this._time += this.getScene().getAnimationRatio() * 0.03;
  89. this.updateShaderUniforms();
  90. }
  91. _super.prototype.render.call(this, useCameraPostProcess);
  92. };
  93. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  94. get: function () {
  95. return [
  96. new BABYLON.Color3(0.5, 0.0, 1.0),
  97. new BABYLON.Color3(0.9, 0.0, 1.0),
  98. new BABYLON.Color3(0.2, 0.0, 1.0),
  99. new BABYLON.Color3(1.0, 0.9, 1.0),
  100. new BABYLON.Color3(0.1, 0.1, 1.0),
  101. new BABYLON.Color3(0.9, 0.9, 1.0)
  102. ];
  103. },
  104. enumerable: true,
  105. configurable: true
  106. });
  107. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  108. get: function () {
  109. return [
  110. new BABYLON.Color3(0.5, 1.0, 0.0),
  111. new BABYLON.Color3(0.5, 1.0, 0.0),
  112. new BABYLON.Color3(0.3, 0.4, 0.0),
  113. new BABYLON.Color3(0.5, 1.0, 0.0),
  114. new BABYLON.Color3(0.2, 0.0, 0.0),
  115. new BABYLON.Color3(0.5, 1.0, 0.0)
  116. ];
  117. },
  118. enumerable: true,
  119. configurable: true
  120. });
  121. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  122. get: function () {
  123. return [
  124. new BABYLON.Color3(0.5, 0.0, 0.1),
  125. new BABYLON.Color3(0.9, 0.0, 0.0),
  126. new BABYLON.Color3(0.2, 0.0, 0.0),
  127. new BABYLON.Color3(1.0, 0.9, 0.0),
  128. new BABYLON.Color3(0.1, 0.1, 0.1),
  129. new BABYLON.Color3(0.9, 0.9, 0.9)
  130. ];
  131. },
  132. enumerable: true,
  133. configurable: true
  134. });
  135. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  136. get: function () {
  137. return [
  138. new BABYLON.Color3(0.1, 0.0, 0.5),
  139. new BABYLON.Color3(0.0, 0.0, 0.5),
  140. new BABYLON.Color3(0.1, 0.0, 0.2),
  141. new BABYLON.Color3(0.0, 0.0, 1.0),
  142. new BABYLON.Color3(0.1, 0.2, 0.3),
  143. new BABYLON.Color3(0.0, 0.2, 0.9)
  144. ];
  145. },
  146. enumerable: true,
  147. configurable: true
  148. });
  149. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  150. get: function () {
  151. return this._fireColors;
  152. },
  153. set: function (value) {
  154. this._fireColors = value;
  155. this.updateShaderUniforms();
  156. },
  157. enumerable: true,
  158. configurable: true
  159. });
  160. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  161. get: function () {
  162. return this._time;
  163. },
  164. set: function (value) {
  165. this._time = value;
  166. this.updateShaderUniforms();
  167. },
  168. enumerable: true,
  169. configurable: true
  170. });
  171. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  172. get: function () {
  173. return this._speed;
  174. },
  175. set: function (value) {
  176. this._speed = value;
  177. this.updateShaderUniforms();
  178. },
  179. enumerable: true,
  180. configurable: true
  181. });
  182. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  183. get: function () {
  184. return this._alphaThreshold;
  185. },
  186. set: function (value) {
  187. this._alphaThreshold = value;
  188. this.updateShaderUniforms();
  189. },
  190. enumerable: true,
  191. configurable: true
  192. });
  193. return FireProceduralTexture;
  194. }(BABYLON.ProceduralTexture));
  195. BABYLON.FireProceduralTexture = FireProceduralTexture;
  196. })(BABYLON || (BABYLON = {}));
  197. //# sourceMappingURL=babylon.fireProceduralTexture.js.map
  198. BABYLON.Effect.ShadersStore['fireProceduralTexturePixelShader'] = "precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\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*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}";
  199. var BABYLON;
  200. (function (BABYLON) {
  201. var CloudProceduralTexture = (function (_super) {
  202. __extends(CloudProceduralTexture, _super);
  203. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  204. var _this = _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  205. _this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
  206. _this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
  207. _this.updateShaderUniforms();
  208. return _this;
  209. }
  210. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  211. this.setColor4("skyColor", this._skyColor);
  212. this.setColor4("cloudColor", this._cloudColor);
  213. };
  214. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  215. get: function () {
  216. return this._skyColor;
  217. },
  218. set: function (value) {
  219. this._skyColor = value;
  220. this.updateShaderUniforms();
  221. },
  222. enumerable: true,
  223. configurable: true
  224. });
  225. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  226. get: function () {
  227. return this._cloudColor;
  228. },
  229. set: function (value) {
  230. this._cloudColor = value;
  231. this.updateShaderUniforms();
  232. },
  233. enumerable: true,
  234. configurable: true
  235. });
  236. return CloudProceduralTexture;
  237. }(BABYLON.ProceduralTexture));
  238. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  239. })(BABYLON || (BABYLON = {}));
  240. //# sourceMappingURL=babylon.cloudProceduralTexture.js.map
  241. 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";
  242. var BABYLON;
  243. (function (BABYLON) {
  244. var GrassProceduralTexture = (function (_super) {
  245. __extends(GrassProceduralTexture, _super);
  246. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  247. var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  248. _this._groundColor = new BABYLON.Color3(1, 1, 1);
  249. _this._grassColors = [
  250. new BABYLON.Color3(0.29, 0.38, 0.02),
  251. new BABYLON.Color3(0.36, 0.49, 0.09),
  252. new BABYLON.Color3(0.51, 0.6, 0.28)
  253. ];
  254. _this.updateShaderUniforms();
  255. return _this;
  256. }
  257. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  258. this.setColor3("herb1Color", this._grassColors[0]);
  259. this.setColor3("herb2Color", this._grassColors[1]);
  260. this.setColor3("herb3Color", this._grassColors[2]);
  261. this.setColor3("groundColor", this._groundColor);
  262. };
  263. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  264. get: function () {
  265. return this._grassColors;
  266. },
  267. set: function (value) {
  268. this._grassColors = value;
  269. this.updateShaderUniforms();
  270. },
  271. enumerable: true,
  272. configurable: true
  273. });
  274. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  275. get: function () {
  276. return this._groundColor;
  277. },
  278. set: function (value) {
  279. this.groundColor = value;
  280. this.updateShaderUniforms();
  281. },
  282. enumerable: true,
  283. configurable: true
  284. });
  285. return GrassProceduralTexture;
  286. }(BABYLON.ProceduralTexture));
  287. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  288. })(BABYLON || (BABYLON = {}));
  289. //# sourceMappingURL=babylon.grassProceduralTexture.js.map
  290. BABYLON.Effect.ShadersStore['grassProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\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) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}";
  291. var BABYLON;
  292. (function (BABYLON) {
  293. var RoadProceduralTexture = (function (_super) {
  294. __extends(RoadProceduralTexture, _super);
  295. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  296. var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  297. _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  298. _this.updateShaderUniforms();
  299. return _this;
  300. }
  301. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  302. this.setColor3("roadColor", this._roadColor);
  303. };
  304. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  305. get: function () {
  306. return this._roadColor;
  307. },
  308. set: function (value) {
  309. this._roadColor = value;
  310. this.updateShaderUniforms();
  311. },
  312. enumerable: true,
  313. configurable: true
  314. });
  315. return RoadProceduralTexture;
  316. }(BABYLON.ProceduralTexture));
  317. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  318. })(BABYLON || (BABYLON = {}));
  319. //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  320. 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}";
  321. var BABYLON;
  322. (function (BABYLON) {
  323. var BrickProceduralTexture = (function (_super) {
  324. __extends(BrickProceduralTexture, _super);
  325. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  326. var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  327. _this._numberOfBricksHeight = 15;
  328. _this._numberOfBricksWidth = 5;
  329. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  330. _this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  331. _this.updateShaderUniforms();
  332. return _this;
  333. }
  334. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  335. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  336. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  337. this.setColor3("brickColor", this._brickColor);
  338. this.setColor3("jointColor", this._jointColor);
  339. };
  340. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  341. get: function () {
  342. return this._numberOfBricksHeight;
  343. },
  344. set: function (value) {
  345. this._numberOfBricksHeight = value;
  346. this.updateShaderUniforms();
  347. },
  348. enumerable: true,
  349. configurable: true
  350. });
  351. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  352. get: function () {
  353. return this._numberOfBricksWidth;
  354. },
  355. set: function (value) {
  356. this._numberOfBricksWidth = value;
  357. this.updateShaderUniforms();
  358. },
  359. enumerable: true,
  360. configurable: true
  361. });
  362. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  363. get: function () {
  364. return this._jointColor;
  365. },
  366. set: function (value) {
  367. this._jointColor = value;
  368. this.updateShaderUniforms();
  369. },
  370. enumerable: true,
  371. configurable: true
  372. });
  373. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  374. get: function () {
  375. return this._brickColor;
  376. },
  377. set: function (value) {
  378. this._brickColor = value;
  379. this.updateShaderUniforms();
  380. },
  381. enumerable: true,
  382. configurable: true
  383. });
  384. return BrickProceduralTexture;
  385. }(BABYLON.ProceduralTexture));
  386. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  387. })(BABYLON || (BABYLON = {}));
  388. //# sourceMappingURL=babylon.brickProceduralTexture.js.map
  389. 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 roundF(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=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(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}";
  390. var BABYLON;
  391. (function (BABYLON) {
  392. var MarbleProceduralTexture = (function (_super) {
  393. __extends(MarbleProceduralTexture, _super);
  394. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  395. var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  396. _this._numberOfTilesHeight = 3;
  397. _this._numberOfTilesWidth = 3;
  398. _this._amplitude = 9.0;
  399. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  400. _this.updateShaderUniforms();
  401. return _this;
  402. }
  403. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  404. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  405. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  406. this.setFloat("amplitude", this._amplitude);
  407. this.setColor3("jointColor", this._jointColor);
  408. };
  409. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  410. get: function () {
  411. return this._numberOfTilesHeight;
  412. },
  413. set: function (value) {
  414. this._numberOfTilesHeight = value;
  415. this.updateShaderUniforms();
  416. },
  417. enumerable: true,
  418. configurable: true
  419. });
  420. Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
  421. get: function () {
  422. return this._amplitude;
  423. },
  424. set: function (value) {
  425. this._amplitude = value;
  426. this.updateShaderUniforms();
  427. },
  428. enumerable: true,
  429. configurable: true
  430. });
  431. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  432. get: function () {
  433. return this._numberOfTilesWidth;
  434. },
  435. set: function (value) {
  436. this._numberOfTilesWidth = value;
  437. this.updateShaderUniforms();
  438. },
  439. enumerable: true,
  440. configurable: true
  441. });
  442. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  443. get: function () {
  444. return this._jointColor;
  445. },
  446. set: function (value) {
  447. this._jointColor = value;
  448. this.updateShaderUniforms();
  449. },
  450. enumerable: true,
  451. configurable: true
  452. });
  453. return MarbleProceduralTexture;
  454. }(BABYLON.ProceduralTexture));
  455. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  456. })(BABYLON || (BABYLON = {}));
  457. //# sourceMappingURL=babylon.marbleProceduralTexture.js.map
  458. BABYLON.Effect.ShadersStore['marbleProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 marbleColor;\nuniform vec3 jointColor;\nconst vec3 tileSize=vec3(1.1,1.0,1.1);\nconst vec3 tilePct=vec3(0.98,1.0,0.98);\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 turbulence(vec2 P)\n{\nfloat val=0.0;\nfloat freq=1.0;\nfor (int i=0; i<4; i++)\n{\nval+=abs(noise(P*freq)/freq);\nfreq*=2.07;\n}\nreturn val;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvec3 marble_color(float x)\n{\nvec3 col;\nx=0.5*(x+1.);\nx=sqrt(x); \nx=sqrt(x);\nx=sqrt(x);\ncol=vec3(.2+.75*x); \ncol.b*=0.95; \nreturn col;\n}\nvoid main()\n{\nfloat brickW=1.0/numberOfTilesWidth;\nfloat brickH=1.0/numberOfTilesHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.01;\nvec3 color=marbleColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(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 t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\nt+=amplitude*turbulence(brickvUV.xy);\nt=sin(t);\ncolor=marble_color(t);\n}\ngl_FragColor=vec4(color,0.0);\n}";
  459. var BABYLON;
  460. (function (BABYLON) {
  461. var StarfieldProceduralTexture = (function (_super) {
  462. __extends(StarfieldProceduralTexture, _super);
  463. function StarfieldProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  464. var _this = _super.call(this, name, size, "starfieldProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  465. _this._time = 1;
  466. _this._alpha = 0.5;
  467. _this._beta = 0.8;
  468. _this._zoom = 0.8;
  469. _this._formuparam = 0.53;
  470. _this._stepsize = 0.1;
  471. _this._tile = 0.850;
  472. _this._brightness = 0.0015;
  473. _this._darkmatter = 0.400;
  474. _this._distfading = 0.730;
  475. _this._saturation = 0.850;
  476. _this.updateShaderUniforms();
  477. return _this;
  478. }
  479. StarfieldProceduralTexture.prototype.updateShaderUniforms = function () {
  480. this.setFloat("time", this._time);
  481. this.setFloat("alpha", this._alpha);
  482. this.setFloat("beta", this._beta);
  483. this.setFloat("zoom", this._zoom);
  484. this.setFloat("formuparam", this._formuparam);
  485. this.setFloat("stepsize", this._stepsize);
  486. this.setFloat("tile", this._tile);
  487. this.setFloat("brightness", this._brightness);
  488. this.setFloat("darkmatter", this._darkmatter);
  489. this.setFloat("distfading", this._distfading);
  490. this.setFloat("saturation", this._saturation);
  491. };
  492. Object.defineProperty(StarfieldProceduralTexture.prototype, "time", {
  493. get: function () {
  494. return this._time;
  495. },
  496. set: function (value) {
  497. this._time = value;
  498. this.updateShaderUniforms();
  499. },
  500. enumerable: true,
  501. configurable: true
  502. });
  503. Object.defineProperty(StarfieldProceduralTexture.prototype, "alpha", {
  504. get: function () {
  505. return this._alpha;
  506. },
  507. set: function (value) {
  508. this._alpha = value;
  509. this.updateShaderUniforms();
  510. },
  511. enumerable: true,
  512. configurable: true
  513. });
  514. Object.defineProperty(StarfieldProceduralTexture.prototype, "beta", {
  515. get: function () {
  516. return this._beta;
  517. },
  518. set: function (value) {
  519. this._beta = value;
  520. this.updateShaderUniforms();
  521. },
  522. enumerable: true,
  523. configurable: true
  524. });
  525. Object.defineProperty(StarfieldProceduralTexture.prototype, "formuparam", {
  526. get: function () {
  527. return this._formuparam;
  528. },
  529. set: function (value) {
  530. this._formuparam = value;
  531. this.updateShaderUniforms();
  532. },
  533. enumerable: true,
  534. configurable: true
  535. });
  536. Object.defineProperty(StarfieldProceduralTexture.prototype, "stepsize", {
  537. get: function () {
  538. return this._stepsize;
  539. },
  540. set: function (value) {
  541. this._stepsize = value;
  542. this.updateShaderUniforms();
  543. },
  544. enumerable: true,
  545. configurable: true
  546. });
  547. Object.defineProperty(StarfieldProceduralTexture.prototype, "zoom", {
  548. get: function () {
  549. return this._zoom;
  550. },
  551. set: function (value) {
  552. this._zoom = value;
  553. this.updateShaderUniforms();
  554. },
  555. enumerable: true,
  556. configurable: true
  557. });
  558. Object.defineProperty(StarfieldProceduralTexture.prototype, "tile", {
  559. get: function () {
  560. return this._tile;
  561. },
  562. set: function (value) {
  563. this._tile = value;
  564. this.updateShaderUniforms();
  565. },
  566. enumerable: true,
  567. configurable: true
  568. });
  569. Object.defineProperty(StarfieldProceduralTexture.prototype, "brightness", {
  570. get: function () {
  571. return this._brightness;
  572. },
  573. set: function (value) {
  574. this._brightness = value;
  575. this.updateShaderUniforms();
  576. },
  577. enumerable: true,
  578. configurable: true
  579. });
  580. Object.defineProperty(StarfieldProceduralTexture.prototype, "darkmatter", {
  581. get: function () {
  582. return this._darkmatter;
  583. },
  584. set: function (value) {
  585. this._darkmatter = value;
  586. this.updateShaderUniforms();
  587. },
  588. enumerable: true,
  589. configurable: true
  590. });
  591. Object.defineProperty(StarfieldProceduralTexture.prototype, "distfading", {
  592. get: function () {
  593. return this._distfading;
  594. },
  595. set: function (value) {
  596. this._distfading = value;
  597. this.updateShaderUniforms();
  598. },
  599. enumerable: true,
  600. configurable: true
  601. });
  602. Object.defineProperty(StarfieldProceduralTexture.prototype, "saturation", {
  603. get: function () {
  604. return this._saturation;
  605. },
  606. set: function (value) {
  607. this._saturation = value;
  608. this.updateShaderUniforms();
  609. },
  610. enumerable: true,
  611. configurable: true
  612. });
  613. return StarfieldProceduralTexture;
  614. }(BABYLON.ProceduralTexture));
  615. BABYLON.StarfieldProceduralTexture = StarfieldProceduralTexture;
  616. })(BABYLON || (BABYLON = {}));
  617. //# sourceMappingURL=babylon.starfieldProceduralTexture.js.map
  618. BABYLON.Effect.ShadersStore['starfieldProceduralTexturePixelShader'] = "precision highp float;\n\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float time;\nuniform float alpha;\nuniform float beta;\nuniform float zoom;\nuniform float formuparam;\nuniform float stepsize;\nuniform float tile;\nuniform float brightness;\nuniform float darkmatter;\nuniform float distfading;\nuniform float saturation;\nvoid main()\n{\nvec3 dir=vec3(vUV*zoom,1.);\nfloat localTime=time*0.0001;\n\nmat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));\nmat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));\ndir.xz*=rot1;\ndir.xy*=rot2;\nvec3 from=vec3(1.,.5,0.5);\nfrom+=vec3(-2.,localTime*2.,localTime);\nfrom.xz*=rot1;\nfrom.xy*=rot2;\n\nfloat s=0.1,fade=1.;\nvec3 v=vec3(0.);\nfor (int r=0; r<volsteps; r++) {\nvec3 p=from+s*dir*.5;\np=abs(vec3(tile)-mod(p,vec3(tile*2.))); \nfloat pa,a=pa=0.;\nfor (int i=0; i<iterations; i++) {\np=abs(p)/dot(p,p)-formuparam; \na+=abs(length(p)-pa); \npa=length(p);\n}\nfloat dm=max(0.,darkmatter-a*a*.001); \na*=a*a; \nif (r>6) fade*=1.-dm; \n\nv+=fade;\nv+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; \nfade*=distfading; \ns+=stepsize;\n}\nv=mix(vec3(length(v)),v,saturation); \ngl_FragColor=vec4(v*.01,1.);\n}";
  619. var BABYLON;
  620. (function (BABYLON) {
  621. var NormalMapProceduralTexture = (function (_super) {
  622. __extends(NormalMapProceduralTexture, _super);
  623. function NormalMapProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  624. var _this = _super.call(this, name, size, "normalMapProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  625. _this.updateShaderUniforms();
  626. return _this;
  627. }
  628. NormalMapProceduralTexture.prototype.updateShaderUniforms = function () {
  629. this.setTexture("baseSampler", this._baseTexture);
  630. this.setFloat("size", this.getRenderSize());
  631. };
  632. NormalMapProceduralTexture.prototype.render = function (useCameraPostProcess) {
  633. _super.prototype.render.call(this, useCameraPostProcess);
  634. };
  635. NormalMapProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  636. _super.prototype.resize.call(this, size, generateMipMaps);
  637. // We need to update the "size" uniform
  638. this.updateShaderUniforms();
  639. };
  640. Object.defineProperty(NormalMapProceduralTexture.prototype, "baseTexture", {
  641. get: function () {
  642. return this._baseTexture;
  643. },
  644. set: function (texture) {
  645. this._baseTexture = texture;
  646. this.updateShaderUniforms();
  647. },
  648. enumerable: true,
  649. configurable: true
  650. });
  651. return NormalMapProceduralTexture;
  652. }(BABYLON.ProceduralTexture));
  653. BABYLON.NormalMapProceduralTexture = NormalMapProceduralTexture;
  654. })(BABYLON || (BABYLON = {}));
  655. //# sourceMappingURL=babylon.normalMapProceduralTexture.js.map
  656. BABYLON.Effect.ShadersStore['normalMapProceduralTexturePixelShader'] = "precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n";
  657. var BABYLON;
  658. (function (BABYLON) {
  659. var PerlinNoiseProceduralTexture = (function (_super) {
  660. __extends(PerlinNoiseProceduralTexture, _super);
  661. function PerlinNoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  662. var _this = _super.call(this, name, size, "perlinNoiseProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  663. _this.time = 0.0;
  664. _this.speed = 1.0;
  665. _this.translationSpeed = 1.0;
  666. _this._currentTranslation = 0;
  667. _this.updateShaderUniforms();
  668. return _this;
  669. }
  670. PerlinNoiseProceduralTexture.prototype.updateShaderUniforms = function () {
  671. this.setFloat("size", this.getRenderSize());
  672. var deltaTime = this.getScene().getEngine().getDeltaTime();
  673. this.time += deltaTime;
  674. this.setFloat("time", this.time * this.speed / 1000);
  675. this._currentTranslation += deltaTime * this.translationSpeed / 1000.0;
  676. this.setFloat("translationSpeed", this._currentTranslation);
  677. };
  678. PerlinNoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  679. this.updateShaderUniforms();
  680. _super.prototype.render.call(this, useCameraPostProcess);
  681. };
  682. PerlinNoiseProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  683. _super.prototype.resize.call(this, size, generateMipMaps);
  684. };
  685. return PerlinNoiseProceduralTexture;
  686. }(BABYLON.ProceduralTexture));
  687. BABYLON.PerlinNoiseProceduralTexture = PerlinNoiseProceduralTexture;
  688. })(BABYLON || (BABYLON = {}));
  689. //# sourceMappingURL=babylon.perlinNoiseProceduralTexture.js.map
  690. BABYLON.Effect.ShadersStore['perlinNoiseProceduralTexturePixelShader'] = "\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89)); \n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n";
  691. (function universalModuleDefinition(root, factory) {
  692. if (root && root["BABYLON"]) {
  693. return;
  694. }
  695. if(typeof exports === 'object' && typeof module === 'object')
  696. module.exports = factory();
  697. else if(typeof define === 'function' && define.amd)
  698. define([], factory);
  699. else if(typeof exports === 'object')
  700. exports["BJSProceduralTextures"] = factory();
  701. else {
  702. root["BABYLON"] = factory();
  703. }
  704. })(this, function() {
  705. return BABYLON;
  706. });