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- /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
- var name = 'oceanPostProcessPixelShader';
- var shader = "\n\nuniform sampler2D textureSampler;\nuniform sampler2D positionSampler;\n#ifdef REFLECTION_ENABLED\nuniform sampler2D reflectionSampler;\n#endif\n#ifdef REFRACTION_ENABLED\nuniform sampler2D refractionSampler;\n#endif\nuniform float time;\nuniform vec2 resolution;\nuniform vec3 cameraRotation;\nuniform vec3 cameraPosition;\n\nvarying vec2 vUV;\n\nconst int NUM_STEPS=8;\nconst float PI=3.141592;\nconst float EPSILON=1e-3;\n#define EPSILON_NRM (0.1/resolution.x)\n\nconst int ITER_GEOMETRY=8;\nconst int ITER_FRAGMENT=5;\nconst float SEA_HEIGHT=0.6;\nconst float SEA_CHOPPY=4.0;\nconst float SEA_SPEED=0.8;\nconst float SEA_FREQ=0.16;\nconst vec3 SEA_BASE=vec3(0.1,0.19,0.22);\nconst vec3 SEA_WATER_COLOR=vec3(0.8,0.9,0.6);\n#define SEA_TIME (1.0+time*SEA_SPEED)\nconst mat2 octave_m=mat2(1.6,1.2,-1.2,1.6);\n\nmat3 fromEuler(vec3 ang)\n{\nvec2 a1=vec2(sin(ang.x),cos(ang.x));\nvec2 a2=vec2(sin(ang.y),cos(ang.y));\nvec2 a3=vec2(sin(ang.z),cos(ang.z));\nmat3 m;\nm[0]=vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);\nm[1]=vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);\nm[2]=vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);\nreturn m;\n}\nfloat hash( vec2 p )\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn fract(sin(h)*43758.5453123);\n}\nfloat noise( in vec2 p )\n{\nvec2 i=floor( p );\nvec2 f=fract( p );\nvec2 u=f*f*(3.0-2.0*f);\nreturn -1.0+2.0*mix( mix( hash( i+vec2(0.0,0.0) ),\nhash( i+vec2(1.0,0.0) ),u.x),\nmix( hash( i+vec2(0.0,1.0) ),\nhash( i+vec2(1.0,1.0) ),u.x),u.y);\n}\n\nfloat diffuse(vec3 n,vec3 l,float p)\n{\nreturn pow(dot(n,l)*0.4+0.6,p);\n}\nfloat specular(vec3 n,vec3 l,vec3 e,float s)\n{\nfloat nrm=(s+8.0)/(PI*8.0);\nreturn pow(max(dot(reflect(e,n),l),0.0),s)*nrm;\n}\n\nfloat sea_octave(vec2 uv,float choppy)\n{\nuv+=noise(uv);\nvec2 wv=1.0-abs(sin(uv));\nvec2 swv=abs(cos(uv));\nwv=mix(wv,swv,wv);\nreturn pow(1.0-pow(wv.x*wv.y,0.65),choppy);\n}\nfloat map(vec3 p)\n{\nfloat freq=SEA_FREQ;\nfloat amp=SEA_HEIGHT;\nfloat choppy=SEA_CHOPPY;\nvec2 uv=p.xz; uv.x*=0.75;\nfloat d,h=0.0;\nfor(int i=0; i<ITER_GEOMETRY; i++)\n{\nd=sea_octave((uv+SEA_TIME)*freq,choppy);\nd+=sea_octave((uv-SEA_TIME)*freq,choppy);\nh+=d*amp;\nuv*=octave_m; freq*=1.9; amp*=0.22;\nchoppy=mix(choppy,1.0,0.2);\n}\nreturn p.y-h;\n}\nfloat map_detailed(vec3 p)\n{\nfloat freq=SEA_FREQ;\nfloat amp=SEA_HEIGHT;\nfloat choppy=SEA_CHOPPY;\nvec2 uv=p.xz; uv.x*=0.75;\nfloat d,h=0.0;\nfor(int i=0; i<ITER_FRAGMENT; i++)\n{\nd=sea_octave((uv+SEA_TIME)*freq,choppy);\nd+=sea_octave((uv-SEA_TIME)*freq,choppy);\nh+=d*amp;\nuv*=octave_m; freq*=1.9; amp*=0.22;\nchoppy=mix(choppy,1.0,0.2);\n}\nreturn p.y-h;\n}\nvec3 getSeaColor(vec3 p,vec3 n,vec3 l,vec3 eye,vec3 dist)\n{\nfloat fresnel=clamp(1.0-dot(n,-eye),0.0,1.0);\nfresnel=pow(fresnel,3.0)*0.65;\n#if defined(REFLECTION_ENABLED) || defined(REFRACTION_ENABLED)\nvec2 reflectionUv=vec2(vUV.x,vUV.y+normalize(n).y);\n#endif\n#ifdef REFLECTION_ENABLED\nvec3 reflected=texture2D(reflectionSampler,reflectionUv).rgb*(1.0-fresnel);\n#else\nvec3 eyeNormal=reflect(eye,n);\neyeNormal.y=max(eyeNormal.y,0.0);\nvec3 reflected=vec3(pow(1.0-eyeNormal.y,2.0),1.0-eyeNormal.y,0.6+(1.0-eyeNormal.y)*0.4);\n#endif\n#ifdef REFRACTION_ENABLED\nvec3 refracted=SEA_BASE+diffuse(n,l,80.0)*SEA_WATER_COLOR*0.12;\nrefracted+=(texture2D(refractionSampler,reflectionUv).rgb*fresnel);\n#else\nvec3 refracted=SEA_BASE+diffuse(n,l,80.0)*SEA_WATER_COLOR*0.12;\n#endif\nvec3 color=mix(refracted,reflected,fresnel);\nfloat atten=max(1.0-dot(dist,dist)*0.001,0.0);\ncolor+=SEA_WATER_COLOR*(p.y-SEA_HEIGHT)*0.18*atten;\ncolor+=vec3(specular(n,l,eye,60.0));\nreturn color;\n}\n\nvec3 getNormal(vec3 p,float eps)\n{\nvec3 n;\nn.y=map_detailed(p);\nn.x=map_detailed(vec3(p.x+eps,p.y,p.z))-n.y;\nn.z=map_detailed(vec3(p.x,p.y,p.z+eps))-n.y;\nn.y=eps;\nreturn normalize(n);\n}\nfloat heightMapTracing(vec3 ori,vec3 dir,out vec3 p)\n{\nfloat tm=0.0;\nfloat tx=1000.0;\nfloat hx=map(ori+dir*tx);\nif(hx>0.0) return tx;\nfloat hm=map(ori+dir*tm);\nfloat tmid=0.0;\nfor(int i=0; i<NUM_STEPS; i++)\n{\ntmid=mix(tm,tx,hm/(hm-hx));\np=ori+dir*tmid;\nfloat hmid=map(p);\nif(hmid<0.0)\n{\ntx=tmid;\nhx=hmid;\n}\nelse\n{\ntm=tmid;\nhm=hmid;\n}\n}\nreturn tmid;\n}\n\nvoid main()\n{\n#ifdef NOT_SUPPORTED\n\ngl_FragColor=texture2D(textureSampler,vUV);\n#else\nvec2 uv=vUV;\nuv=uv*2.0-1.0;\nuv.x*=resolution.x/resolution.y;\n\nvec3 ang=vec3(cameraRotation.z,cameraRotation.x,cameraRotation.y);\nvec3 ori=vec3(cameraPosition.x,cameraPosition.y,-cameraPosition.z);\nvec3 dir=normalize(vec3(uv.xy,-3.0));\ndir=normalize(dir)*fromEuler(ang);\n\nvec3 p;\nheightMapTracing(ori,dir,p);\nvec3 dist=p-ori;\nvec3 n=getNormal(p,dot(dist,dist)*EPSILON_NRM);\nvec3 light=normalize(vec3(0.0,1.0,0.8));\n\nfloat seaFact=clamp(max(ori.y,0.0),0.0,1.0);\nvec3 position=texture2D(positionSampler,vUV).rgb;\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 color=baseColor;\nif (max(position.y,0.0)<p.y)\n{\n\ncolor=mix(\nbaseColor,\ngetSeaColor(p,n,light,dir,dist),\npow(smoothstep(0.0,-0.05,dir.y),0.3)\n)*seaFact;\n}\ncolor=mix(\ncolor,\nbaseColor*SEA_BASE+diffuse(n,n,80.0)*SEA_WATER_COLOR*0.12,\n1.0-seaFact\n);\n\ngl_FragColor=vec4(pow(color,vec3(0.75)),1.0);\n#endif\n}\n";
- babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__["Effect"].ShadersStore[name] = shader;
- /** @hidden */
- var oceanPostProcessPixelShader = { name: name, shader: shader };
- /***/ }),
- /***/ "./ocean/oceanPostProcess.ts":
- /*!***********************************!*\
- !*** ./ocean/oceanPostProcess.ts ***!
- \***********************************/
- /*! exports provided: OceanPostProcess */
- /***/ (function(module, __webpack_exports__, __webpack_require__) {
- "use strict";
- __webpack_require__.r(__webpack_exports__);
- /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OceanPostProcess", function() { return OceanPostProcess; });
- /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
- /* harmony import */ var babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/Textures/texture */ "babylonjs/Misc/decorators");
- /* harmony import */ var babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__);
- /* harmony import */ var _oceanPostProcess_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./oceanPostProcess.fragment */ "./ocean/oceanPostProcess.fragment.ts");
- /**
- * OceanPostProcess helps rendering an infinite ocean surface that can reflect and refract environment.
- *
- * Simmply add it to your scene and let the nerd that lives in you have fun.
- * Example usage:
- * var pp = new OceanPostProcess("myOcean", camera);
- * pp.reflectionEnabled = true;
- * pp.refractionEnabled = true;
- */
- var OceanPostProcess = /** @class */ (function (_super) {
- Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"])(OceanPostProcess, _super);
- /**
- * Instantiates a new Ocean Post Process.
- * @param name the name to give to the postprocess.
- * @camera the camera to apply the post process to.
- * @param options optional object following the IOceanPostProcessOptions format used to customize reflection and refraction render targets sizes.
- */
- function OceanPostProcess(name, camera, options) {
- if (options === void 0) { options = {}; }
- var _this = _super.call(this, name, "oceanPostProcess", ["time", "resolution", "cameraPosition", "cameraRotation"], ["positionSampler", "reflectionSampler", "refractionSampler"], {
- width: camera.getEngine().getRenderWidth(),
- height: camera.getEngine().getRenderHeight()
- }, camera, babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["Texture"].TRILINEAR_SAMPLINGMODE, camera.getEngine(), true) || this;
- _this._time = 0;
- _this._cameraRotation = babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["Vector3"].Zero();
- _this._cameraViewMatrix = babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["Matrix"].Identity();
- _this._reflectionEnabled = false;
- _this._refractionEnabled = false;
- // Get geometry shader
- _this._geometryRenderer = camera.getScene().enableGeometryBufferRenderer(1.0);
- if (_this._geometryRenderer && _this._geometryRenderer.isSupported) {
- // Eanble position buffer
- _this._geometryRenderer.enablePosition = true;
- // Create mirror textures
- _this.reflectionTexture = new babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["MirrorTexture"]("oceanPostProcessReflection", options.reflectionSize || { width: 512, height: 512 }, camera.getScene());
- _this.reflectionTexture.mirrorPlane = babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["Plane"].FromPositionAndNormal(babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["Vector3"].Zero(), new babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["Vector3"](0, -1, 0));
- _this.refractionTexture = new babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["RenderTargetTexture"]("oceanPostProcessRefraction", options.refractionSize || { width: 512, height: 512 }, camera.getScene());
- }
- else {
- _this.updateEffect("#define NOT_SUPPORTED\n");
- }
- // On apply the post-process
- _this.onApply = function (effect) {
- if (!_this._geometryRenderer || !_this._geometryRenderer.isSupported) {
- return;
- }
- var engine = camera.getEngine();
- var scene = camera.getScene();
- _this._time += engine.getDeltaTime() * 0.001;
- effect.setFloat("time", _this._time);
- effect.setVector2("resolution", new babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["Vector2"](engine.getRenderWidth(), engine.getRenderHeight()));
- if (scene) {
- // Position
- effect.setVector3("cameraPosition", camera.globalPosition);
- // Rotation
- _this._computeCameraRotation(camera);
- effect.setVector3("cameraRotation", _this._cameraRotation);
- // Samplers
- effect.setTexture("positionSampler", _this._geometryRenderer.getGBuffer().textures[2]);
- if (_this._reflectionEnabled) {
- effect.setTexture("reflectionSampler", _this.reflectionTexture);
- }
- if (_this._refractionEnabled) {
- effect.setTexture("refractionSampler", _this.refractionTexture);
- }
- }
- };
- return _this;
- }
- Object.defineProperty(OceanPostProcess.prototype, "reflectionEnabled", {
- /**
- * Gets a boolean indicating if the real-time reflection is enabled on the ocean.
- */
- get: function () {
- return this._reflectionEnabled;
- },
- /**
- * Sets weither or not the real-time reflection is enabled on the ocean.
- * Is set to true, the reflection mirror texture will be used as reflection texture.
- */
- set: function (enabled) {
- if (this._reflectionEnabled === enabled) {
- return;
- }
- this._reflectionEnabled = enabled;
- this.updateEffect(this._getDefines());
- // Remove or add custom render target
- var customRenderTargets = this.getCamera().getScene().customRenderTargets;
- if (!enabled) {
- var index = customRenderTargets.indexOf(this.reflectionTexture);
- if (index !== -1) {
- customRenderTargets.splice(index, 1);
- }
- }
- else {
- customRenderTargets.push(this.reflectionTexture);
- }
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(OceanPostProcess.prototype, "refractionEnabled", {
- /**
- * Gets a boolean indicating if the real-time refraction is enabled on the ocean.
- */
- get: function () {
- return this._refractionEnabled;
- },
- /**
- * Sets weither or not the real-time refraction is enabled on the ocean.
- * Is set to true, the refraction render target texture will be used as refraction texture.
- */
- set: function (enabled) {
- if (this._refractionEnabled === enabled) {
- return;
- }
- this._refractionEnabled = enabled;
- this.updateEffect(this._getDefines());
- // Remove or add custom render target
- var customRenderTargets = this.getCamera().getScene().customRenderTargets;
- if (!enabled) {
- var index = customRenderTargets.indexOf(this.refractionTexture);
- if (index !== -1) {
- customRenderTargets.splice(index, 1);
- }
- }
- else {
- customRenderTargets.push(this.refractionTexture);
- }
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(OceanPostProcess.prototype, "isSupported", {
- /**
- * Gets wether or not the post-processes is supported by the running hardware.
- * This requires draw buffer supports.
- */
- get: function () {
- return this._geometryRenderer !== null && this._geometryRenderer.isSupported;
- },
- enumerable: true,
- configurable: true
- });
- /**
- * Returns the appropriate defines according to the current configuration.
- */
- OceanPostProcess.prototype._getDefines = function () {
- var defines = [];
- if (this._reflectionEnabled) {
- defines.push("#define REFLECTION_ENABLED");
- }
- if (this._refractionEnabled) {
- defines.push("#define REFRACTION_ENABLED");
- }
- return defines.join("\n");
- };
- /**
- * Computes the current camera rotation as the shader requires a camera rotation.
- */
- OceanPostProcess.prototype._computeCameraRotation = function (camera) {
- camera.upVector.normalize();
- var target = camera.getTarget();
- camera._initialFocalDistance = target.subtract(camera.position).length();
- if (camera.position.z === target.z) {
- camera.position.z += babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["Epsilon"];
- }
- var direction = target.subtract(camera.position);
- camera._viewMatrix.invertToRef(this._cameraViewMatrix);
- this._cameraRotation.x = Math.atan(this._cameraViewMatrix.m[6] / this._cameraViewMatrix.m[10]);
- if (direction.x >= 0.0) {
- this._cameraRotation.y = (-Math.atan(direction.z / direction.x) + Math.PI / 2.0);
- }
- else {
- this._cameraRotation.y = (-Math.atan(direction.z / direction.x) - Math.PI / 2.0);
- }
- this._cameraRotation.z = 0;
- if (isNaN(this._cameraRotation.x)) {
- this._cameraRotation.x = 0;
- }
- if (isNaN(this._cameraRotation.y)) {
- this._cameraRotation.y = 0;
- }
- if (isNaN(this._cameraRotation.z)) {
- this._cameraRotation.z = 0;
- }
- };
- return OceanPostProcess;
- }(babylonjs_Materials_Textures_texture__WEBPACK_IMPORTED_MODULE_1__["PostProcess"]));
- /***/ }),
- /***/ "babylonjs/Misc/decorators":
- /*!****************************************************************************************************!*\
- !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
- \****************************************************************************************************/
- /*! no static exports found */
- /***/ (function(module, exports) {
- module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
- /***/ })
- /******/ });
- });
- //# sourceMappingURL=babylon.oceanPostProcess.js.map
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