babylon.marbleProceduralTexture.js 5.1 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = Object.setPrototypeOf ||
  4. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  5. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  6. return function (d, b) {
  7. extendStatics(d, b);
  8. function __() { this.constructor = d; }
  9. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  10. };
  11. })();
  12. var BABYLON;
  13. (function (BABYLON) {
  14. var MarbleProceduralTexture = (function (_super) {
  15. __extends(MarbleProceduralTexture, _super);
  16. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17. var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  18. _this._numberOfTilesHeight = 3;
  19. _this._numberOfTilesWidth = 3;
  20. _this._amplitude = 9.0;
  21. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  22. _this.updateShaderUniforms();
  23. return _this;
  24. }
  25. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  26. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  27. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  28. this.setFloat("amplitude", this._amplitude);
  29. this.setColor3("jointColor", this._jointColor);
  30. };
  31. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  32. get: function () {
  33. return this._numberOfTilesHeight;
  34. },
  35. set: function (value) {
  36. this._numberOfTilesHeight = value;
  37. this.updateShaderUniforms();
  38. },
  39. enumerable: true,
  40. configurable: true
  41. });
  42. Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
  43. get: function () {
  44. return this._amplitude;
  45. },
  46. set: function (value) {
  47. this._amplitude = value;
  48. this.updateShaderUniforms();
  49. },
  50. enumerable: true,
  51. configurable: true
  52. });
  53. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  54. get: function () {
  55. return this._numberOfTilesWidth;
  56. },
  57. set: function (value) {
  58. this._numberOfTilesWidth = value;
  59. this.updateShaderUniforms();
  60. },
  61. enumerable: true,
  62. configurable: true
  63. });
  64. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  65. get: function () {
  66. return this._jointColor;
  67. },
  68. set: function (value) {
  69. this._jointColor = value;
  70. this.updateShaderUniforms();
  71. },
  72. enumerable: true,
  73. configurable: true
  74. });
  75. return MarbleProceduralTexture;
  76. }(BABYLON.ProceduralTexture));
  77. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  78. })(BABYLON || (BABYLON = {}));
  79. //# sourceMappingURL=babylon.marbleProceduralTexture.js.map
  80. 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}";