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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var RoadProceduralTexture = (function (_super) {
- __extends(RoadProceduralTexture, _super);
- function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
- _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps);
- this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
- this.updateShaderUniforms();
- this.refreshRate = 0;
- }
- RoadProceduralTexture.prototype.updateShaderUniforms = function () {
- this.setColor3("roadColor", this._roadColor);
- };
- Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
- get: function () {
- return this._roadColor;
- },
- set: function (value) {
- this._roadColor = value;
- this.updateShaderUniforms();
- },
- enumerable: true,
- configurable: true
- });
- return RoadProceduralTexture;
- })(BABYLON.ProceduralTexture);
- BABYLON.RoadProceduralTexture = RoadProceduralTexture;
- })(BABYLON || (BABYLON = {}));
- BABYLON.Effect.ShadersStore['roadProceduralTexturePixelShader'] = "precision highp float;\r\n\r\nvarying vec2 vUV; \r\nuniform vec3 roadColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main(void) {\r\n\tfloat ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\r\n\tvec3 color = roadColor * ratioy;\r\n\tgl_FragColor = vec4(color, 1.0);\r\n}";
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