babylonjs.proceduralTextures.js 40 KB

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  1. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  2. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  3. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  4. 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;
  5. return c > 3 && r && Object.defineProperty(target, key, r), r;
  6. };
  7. var __extends = (this && this.__extends) || (function () {
  8. var extendStatics = Object.setPrototypeOf ||
  9. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  10. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  11. return function (d, b) {
  12. extendStatics(d, b);
  13. function __() { this.constructor = d; }
  14. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  15. };
  16. })();
  17. (function universalModuleDefinition(root, factory) {
  18. if(typeof exports === 'object' && typeof module === 'object')
  19. module.exports = factory(require("babylonjs"));
  20. else if(typeof define === 'function' && define.amd)
  21. define("babylonjs-procedural-textures", ["babylonjs"], factory);
  22. else if(typeof exports === 'object')
  23. exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
  24. else {
  25. root["BABYLON"] = factory(root["BABYLON"]);
  26. }
  27. })(this, function(BABYLON) {
  28. var BABYLON;
  29. (function (BABYLON) {
  30. var WoodProceduralTexture = /** @class */ (function (_super) {
  31. __extends(WoodProceduralTexture, _super);
  32. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  33. var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  34. _this._ampScale = 100.0;
  35. _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  36. _this.updateShaderUniforms();
  37. return _this;
  38. }
  39. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  40. this.setFloat("ampScale", this._ampScale);
  41. this.setColor3("woodColor", this._woodColor);
  42. };
  43. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  44. get: function () {
  45. return this._ampScale;
  46. },
  47. set: function (value) {
  48. this._ampScale = value;
  49. this.updateShaderUniforms();
  50. },
  51. enumerable: true,
  52. configurable: true
  53. });
  54. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  55. get: function () {
  56. return this._woodColor;
  57. },
  58. set: function (value) {
  59. this._woodColor = value;
  60. this.updateShaderUniforms();
  61. },
  62. enumerable: true,
  63. configurable: true
  64. });
  65. return WoodProceduralTexture;
  66. }(BABYLON.ProceduralTexture));
  67. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  68. })(BABYLON || (BABYLON = {}));
  69. //# sourceMappingURL=babylon.woodProceduralTexture.js.map
  70. 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}";
  71. var BABYLON;
  72. (function (BABYLON) {
  73. var FireProceduralTexture = /** @class */ (function (_super) {
  74. __extends(FireProceduralTexture, _super);
  75. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  76. var _this = _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  77. _this._time = 0.0;
  78. _this._speed = new BABYLON.Vector2(0.5, 0.3);
  79. _this._autoGenerateTime = true;
  80. _this._alphaThreshold = 0.5;
  81. _this._fireColors = FireProceduralTexture.RedFireColors;
  82. _this.updateShaderUniforms();
  83. return _this;
  84. }
  85. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  86. this.setFloat("time", this._time);
  87. this.setVector2("speed", this._speed);
  88. this.setColor3("c1", this._fireColors[0]);
  89. this.setColor3("c2", this._fireColors[1]);
  90. this.setColor3("c3", this._fireColors[2]);
  91. this.setColor3("c4", this._fireColors[3]);
  92. this.setColor3("c5", this._fireColors[4]);
  93. this.setColor3("c6", this._fireColors[5]);
  94. this.setFloat("alphaThreshold", this._alphaThreshold);
  95. };
  96. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  97. var scene = this.getScene();
  98. if (this._autoGenerateTime && scene) {
  99. this._time += scene.getAnimationRatio() * 0.03;
  100. this.updateShaderUniforms();
  101. }
  102. _super.prototype.render.call(this, useCameraPostProcess);
  103. };
  104. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  105. get: function () {
  106. return [
  107. new BABYLON.Color3(0.5, 0.0, 1.0),
  108. new BABYLON.Color3(0.9, 0.0, 1.0),
  109. new BABYLON.Color3(0.2, 0.0, 1.0),
  110. new BABYLON.Color3(1.0, 0.9, 1.0),
  111. new BABYLON.Color3(0.1, 0.1, 1.0),
  112. new BABYLON.Color3(0.9, 0.9, 1.0)
  113. ];
  114. },
  115. enumerable: true,
  116. configurable: true
  117. });
  118. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  119. get: function () {
  120. return [
  121. new BABYLON.Color3(0.5, 1.0, 0.0),
  122. new BABYLON.Color3(0.5, 1.0, 0.0),
  123. new BABYLON.Color3(0.3, 0.4, 0.0),
  124. new BABYLON.Color3(0.5, 1.0, 0.0),
  125. new BABYLON.Color3(0.2, 0.0, 0.0),
  126. new BABYLON.Color3(0.5, 1.0, 0.0)
  127. ];
  128. },
  129. enumerable: true,
  130. configurable: true
  131. });
  132. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  133. get: function () {
  134. return [
  135. new BABYLON.Color3(0.5, 0.0, 0.1),
  136. new BABYLON.Color3(0.9, 0.0, 0.0),
  137. new BABYLON.Color3(0.2, 0.0, 0.0),
  138. new BABYLON.Color3(1.0, 0.9, 0.0),
  139. new BABYLON.Color3(0.1, 0.1, 0.1),
  140. new BABYLON.Color3(0.9, 0.9, 0.9)
  141. ];
  142. },
  143. enumerable: true,
  144. configurable: true
  145. });
  146. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  147. get: function () {
  148. return [
  149. new BABYLON.Color3(0.1, 0.0, 0.5),
  150. new BABYLON.Color3(0.0, 0.0, 0.5),
  151. new BABYLON.Color3(0.1, 0.0, 0.2),
  152. new BABYLON.Color3(0.0, 0.0, 1.0),
  153. new BABYLON.Color3(0.1, 0.2, 0.3),
  154. new BABYLON.Color3(0.0, 0.2, 0.9)
  155. ];
  156. },
  157. enumerable: true,
  158. configurable: true
  159. });
  160. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  161. get: function () {
  162. return this._fireColors;
  163. },
  164. set: function (value) {
  165. this._fireColors = value;
  166. this.updateShaderUniforms();
  167. },
  168. enumerable: true,
  169. configurable: true
  170. });
  171. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  172. get: function () {
  173. return this._time;
  174. },
  175. set: function (value) {
  176. this._time = value;
  177. this.updateShaderUniforms();
  178. },
  179. enumerable: true,
  180. configurable: true
  181. });
  182. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  183. get: function () {
  184. return this._speed;
  185. },
  186. set: function (value) {
  187. this._speed = value;
  188. this.updateShaderUniforms();
  189. },
  190. enumerable: true,
  191. configurable: true
  192. });
  193. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  194. get: function () {
  195. return this._alphaThreshold;
  196. },
  197. set: function (value) {
  198. this._alphaThreshold = value;
  199. this.updateShaderUniforms();
  200. },
  201. enumerable: true,
  202. configurable: true
  203. });
  204. return FireProceduralTexture;
  205. }(BABYLON.ProceduralTexture));
  206. BABYLON.FireProceduralTexture = FireProceduralTexture;
  207. })(BABYLON || (BABYLON = {}));
  208. //# sourceMappingURL=babylon.fireProceduralTexture.js.map
  209. 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}";
  210. var BABYLON;
  211. (function (BABYLON) {
  212. var CloudProceduralTexture = /** @class */ (function (_super) {
  213. __extends(CloudProceduralTexture, _super);
  214. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  215. var _this = _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  216. _this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
  217. _this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
  218. _this.updateShaderUniforms();
  219. return _this;
  220. }
  221. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  222. this.setColor4("skyColor", this._skyColor);
  223. this.setColor4("cloudColor", this._cloudColor);
  224. };
  225. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  226. get: function () {
  227. return this._skyColor;
  228. },
  229. set: function (value) {
  230. this._skyColor = value;
  231. this.updateShaderUniforms();
  232. },
  233. enumerable: true,
  234. configurable: true
  235. });
  236. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  237. get: function () {
  238. return this._cloudColor;
  239. },
  240. set: function (value) {
  241. this._cloudColor = value;
  242. this.updateShaderUniforms();
  243. },
  244. enumerable: true,
  245. configurable: true
  246. });
  247. return CloudProceduralTexture;
  248. }(BABYLON.ProceduralTexture));
  249. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  250. })(BABYLON || (BABYLON = {}));
  251. //# sourceMappingURL=babylon.cloudProceduralTexture.js.map
  252. 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";
  253. var BABYLON;
  254. (function (BABYLON) {
  255. var GrassProceduralTexture = /** @class */ (function (_super) {
  256. __extends(GrassProceduralTexture, _super);
  257. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  258. var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  259. _this._groundColor = new BABYLON.Color3(1, 1, 1);
  260. _this._grassColors = [
  261. new BABYLON.Color3(0.29, 0.38, 0.02),
  262. new BABYLON.Color3(0.36, 0.49, 0.09),
  263. new BABYLON.Color3(0.51, 0.6, 0.28)
  264. ];
  265. _this.updateShaderUniforms();
  266. return _this;
  267. }
  268. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  269. this.setColor3("herb1Color", this._grassColors[0]);
  270. this.setColor3("herb2Color", this._grassColors[1]);
  271. this.setColor3("herb3Color", this._grassColors[2]);
  272. this.setColor3("groundColor", this._groundColor);
  273. };
  274. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  275. get: function () {
  276. return this._grassColors;
  277. },
  278. set: function (value) {
  279. this._grassColors = value;
  280. this.updateShaderUniforms();
  281. },
  282. enumerable: true,
  283. configurable: true
  284. });
  285. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  286. get: function () {
  287. return this._groundColor;
  288. },
  289. set: function (value) {
  290. this._groundColor = value;
  291. this.updateShaderUniforms();
  292. },
  293. enumerable: true,
  294. configurable: true
  295. });
  296. return GrassProceduralTexture;
  297. }(BABYLON.ProceduralTexture));
  298. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  299. })(BABYLON || (BABYLON = {}));
  300. //# sourceMappingURL=babylon.grassProceduralTexture.js.map
  301. 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}";
  302. var BABYLON;
  303. (function (BABYLON) {
  304. var RoadProceduralTexture = /** @class */ (function (_super) {
  305. __extends(RoadProceduralTexture, _super);
  306. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  307. var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  308. _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  309. _this.updateShaderUniforms();
  310. return _this;
  311. }
  312. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  313. this.setColor3("roadColor", this._roadColor);
  314. };
  315. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  316. get: function () {
  317. return this._roadColor;
  318. },
  319. set: function (value) {
  320. this._roadColor = value;
  321. this.updateShaderUniforms();
  322. },
  323. enumerable: true,
  324. configurable: true
  325. });
  326. return RoadProceduralTexture;
  327. }(BABYLON.ProceduralTexture));
  328. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  329. })(BABYLON || (BABYLON = {}));
  330. //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  331. 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}";
  332. var BABYLON;
  333. (function (BABYLON) {
  334. var BrickProceduralTexture = /** @class */ (function (_super) {
  335. __extends(BrickProceduralTexture, _super);
  336. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  337. var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  338. _this._numberOfBricksHeight = 15;
  339. _this._numberOfBricksWidth = 5;
  340. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  341. _this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  342. _this.updateShaderUniforms();
  343. return _this;
  344. }
  345. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  346. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  347. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  348. this.setColor3("brickColor", this._brickColor);
  349. this.setColor3("jointColor", this._jointColor);
  350. };
  351. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  352. get: function () {
  353. return this._numberOfBricksHeight;
  354. },
  355. set: function (value) {
  356. this._numberOfBricksHeight = value;
  357. this.updateShaderUniforms();
  358. },
  359. enumerable: true,
  360. configurable: true
  361. });
  362. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  363. get: function () {
  364. return this._numberOfBricksWidth;
  365. },
  366. set: function (value) {
  367. this._numberOfBricksWidth = value;
  368. this.updateShaderUniforms();
  369. },
  370. enumerable: true,
  371. configurable: true
  372. });
  373. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  374. get: function () {
  375. return this._jointColor;
  376. },
  377. set: function (value) {
  378. this._jointColor = value;
  379. this.updateShaderUniforms();
  380. },
  381. enumerable: true,
  382. configurable: true
  383. });
  384. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  385. get: function () {
  386. return this._brickColor;
  387. },
  388. set: function (value) {
  389. this._brickColor = value;
  390. this.updateShaderUniforms();
  391. },
  392. enumerable: true,
  393. configurable: true
  394. });
  395. return BrickProceduralTexture;
  396. }(BABYLON.ProceduralTexture));
  397. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  398. })(BABYLON || (BABYLON = {}));
  399. //# sourceMappingURL=babylon.brickProceduralTexture.js.map
  400. 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}";
  401. var BABYLON;
  402. (function (BABYLON) {
  403. var MarbleProceduralTexture = /** @class */ (function (_super) {
  404. __extends(MarbleProceduralTexture, _super);
  405. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  406. var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  407. _this._numberOfTilesHeight = 3;
  408. _this._numberOfTilesWidth = 3;
  409. _this._amplitude = 9.0;
  410. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  411. _this.updateShaderUniforms();
  412. return _this;
  413. }
  414. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  415. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  416. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  417. this.setFloat("amplitude", this._amplitude);
  418. this.setColor3("jointColor", this._jointColor);
  419. };
  420. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  421. get: function () {
  422. return this._numberOfTilesHeight;
  423. },
  424. set: function (value) {
  425. this._numberOfTilesHeight = value;
  426. this.updateShaderUniforms();
  427. },
  428. enumerable: true,
  429. configurable: true
  430. });
  431. Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
  432. get: function () {
  433. return this._amplitude;
  434. },
  435. set: function (value) {
  436. this._amplitude = value;
  437. this.updateShaderUniforms();
  438. },
  439. enumerable: true,
  440. configurable: true
  441. });
  442. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  443. get: function () {
  444. return this._numberOfTilesWidth;
  445. },
  446. set: function (value) {
  447. this._numberOfTilesWidth = value;
  448. this.updateShaderUniforms();
  449. },
  450. enumerable: true,
  451. configurable: true
  452. });
  453. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  454. get: function () {
  455. return this._jointColor;
  456. },
  457. set: function (value) {
  458. this._jointColor = value;
  459. this.updateShaderUniforms();
  460. },
  461. enumerable: true,
  462. configurable: true
  463. });
  464. return MarbleProceduralTexture;
  465. }(BABYLON.ProceduralTexture));
  466. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  467. })(BABYLON || (BABYLON = {}));
  468. //# sourceMappingURL=babylon.marbleProceduralTexture.js.map
  469. 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}";
  470. var BABYLON;
  471. (function (BABYLON) {
  472. var StarfieldProceduralTexture = /** @class */ (function (_super) {
  473. __extends(StarfieldProceduralTexture, _super);
  474. function StarfieldProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  475. var _this = _super.call(this, name, size, "starfieldProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  476. _this._time = 1;
  477. _this._alpha = 0.5;
  478. _this._beta = 0.8;
  479. _this._zoom = 0.8;
  480. _this._formuparam = 0.53;
  481. _this._stepsize = 0.1;
  482. _this._tile = 0.850;
  483. _this._brightness = 0.0015;
  484. _this._darkmatter = 0.400;
  485. _this._distfading = 0.730;
  486. _this._saturation = 0.850;
  487. _this.updateShaderUniforms();
  488. return _this;
  489. }
  490. StarfieldProceduralTexture.prototype.updateShaderUniforms = function () {
  491. this.setFloat("time", this._time);
  492. this.setFloat("alpha", this._alpha);
  493. this.setFloat("beta", this._beta);
  494. this.setFloat("zoom", this._zoom);
  495. this.setFloat("formuparam", this._formuparam);
  496. this.setFloat("stepsize", this._stepsize);
  497. this.setFloat("tile", this._tile);
  498. this.setFloat("brightness", this._brightness);
  499. this.setFloat("darkmatter", this._darkmatter);
  500. this.setFloat("distfading", this._distfading);
  501. this.setFloat("saturation", this._saturation);
  502. };
  503. Object.defineProperty(StarfieldProceduralTexture.prototype, "time", {
  504. get: function () {
  505. return this._time;
  506. },
  507. set: function (value) {
  508. this._time = value;
  509. this.updateShaderUniforms();
  510. },
  511. enumerable: true,
  512. configurable: true
  513. });
  514. Object.defineProperty(StarfieldProceduralTexture.prototype, "alpha", {
  515. get: function () {
  516. return this._alpha;
  517. },
  518. set: function (value) {
  519. this._alpha = value;
  520. this.updateShaderUniforms();
  521. },
  522. enumerable: true,
  523. configurable: true
  524. });
  525. Object.defineProperty(StarfieldProceduralTexture.prototype, "beta", {
  526. get: function () {
  527. return this._beta;
  528. },
  529. set: function (value) {
  530. this._beta = value;
  531. this.updateShaderUniforms();
  532. },
  533. enumerable: true,
  534. configurable: true
  535. });
  536. Object.defineProperty(StarfieldProceduralTexture.prototype, "formuparam", {
  537. get: function () {
  538. return this._formuparam;
  539. },
  540. set: function (value) {
  541. this._formuparam = value;
  542. this.updateShaderUniforms();
  543. },
  544. enumerable: true,
  545. configurable: true
  546. });
  547. Object.defineProperty(StarfieldProceduralTexture.prototype, "stepsize", {
  548. get: function () {
  549. return this._stepsize;
  550. },
  551. set: function (value) {
  552. this._stepsize = value;
  553. this.updateShaderUniforms();
  554. },
  555. enumerable: true,
  556. configurable: true
  557. });
  558. Object.defineProperty(StarfieldProceduralTexture.prototype, "zoom", {
  559. get: function () {
  560. return this._zoom;
  561. },
  562. set: function (value) {
  563. this._zoom = value;
  564. this.updateShaderUniforms();
  565. },
  566. enumerable: true,
  567. configurable: true
  568. });
  569. Object.defineProperty(StarfieldProceduralTexture.prototype, "tile", {
  570. get: function () {
  571. return this._tile;
  572. },
  573. set: function (value) {
  574. this._tile = value;
  575. this.updateShaderUniforms();
  576. },
  577. enumerable: true,
  578. configurable: true
  579. });
  580. Object.defineProperty(StarfieldProceduralTexture.prototype, "brightness", {
  581. get: function () {
  582. return this._brightness;
  583. },
  584. set: function (value) {
  585. this._brightness = value;
  586. this.updateShaderUniforms();
  587. },
  588. enumerable: true,
  589. configurable: true
  590. });
  591. Object.defineProperty(StarfieldProceduralTexture.prototype, "darkmatter", {
  592. get: function () {
  593. return this._darkmatter;
  594. },
  595. set: function (value) {
  596. this._darkmatter = value;
  597. this.updateShaderUniforms();
  598. },
  599. enumerable: true,
  600. configurable: true
  601. });
  602. Object.defineProperty(StarfieldProceduralTexture.prototype, "distfading", {
  603. get: function () {
  604. return this._distfading;
  605. },
  606. set: function (value) {
  607. this._distfading = value;
  608. this.updateShaderUniforms();
  609. },
  610. enumerable: true,
  611. configurable: true
  612. });
  613. Object.defineProperty(StarfieldProceduralTexture.prototype, "saturation", {
  614. get: function () {
  615. return this._saturation;
  616. },
  617. set: function (value) {
  618. this._saturation = value;
  619. this.updateShaderUniforms();
  620. },
  621. enumerable: true,
  622. configurable: true
  623. });
  624. return StarfieldProceduralTexture;
  625. }(BABYLON.ProceduralTexture));
  626. BABYLON.StarfieldProceduralTexture = StarfieldProceduralTexture;
  627. })(BABYLON || (BABYLON = {}));
  628. //# sourceMappingURL=babylon.starfieldProceduralTexture.js.map
  629. 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}";
  630. var BABYLON;
  631. (function (BABYLON) {
  632. var NormalMapProceduralTexture = /** @class */ (function (_super) {
  633. __extends(NormalMapProceduralTexture, _super);
  634. function NormalMapProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  635. var _this = _super.call(this, name, size, "normalMapProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  636. _this.updateShaderUniforms();
  637. return _this;
  638. }
  639. NormalMapProceduralTexture.prototype.updateShaderUniforms = function () {
  640. this.setTexture("baseSampler", this._baseTexture);
  641. this.setFloat("size", this.getRenderSize());
  642. };
  643. NormalMapProceduralTexture.prototype.render = function (useCameraPostProcess) {
  644. _super.prototype.render.call(this, useCameraPostProcess);
  645. };
  646. NormalMapProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  647. _super.prototype.resize.call(this, size, generateMipMaps);
  648. // We need to update the "size" uniform
  649. this.updateShaderUniforms();
  650. };
  651. Object.defineProperty(NormalMapProceduralTexture.prototype, "baseTexture", {
  652. get: function () {
  653. return this._baseTexture;
  654. },
  655. set: function (texture) {
  656. this._baseTexture = texture;
  657. this.updateShaderUniforms();
  658. },
  659. enumerable: true,
  660. configurable: true
  661. });
  662. return NormalMapProceduralTexture;
  663. }(BABYLON.ProceduralTexture));
  664. BABYLON.NormalMapProceduralTexture = NormalMapProceduralTexture;
  665. })(BABYLON || (BABYLON = {}));
  666. //# sourceMappingURL=babylon.normalMapProceduralTexture.js.map
  667. 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";
  668. var BABYLON;
  669. (function (BABYLON) {
  670. var PerlinNoiseProceduralTexture = /** @class */ (function (_super) {
  671. __extends(PerlinNoiseProceduralTexture, _super);
  672. function PerlinNoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  673. var _this = _super.call(this, name, size, "perlinNoiseProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  674. _this.time = 0.0;
  675. _this.speed = 1.0;
  676. _this.translationSpeed = 1.0;
  677. _this._currentTranslation = 0;
  678. _this.updateShaderUniforms();
  679. return _this;
  680. }
  681. PerlinNoiseProceduralTexture.prototype.updateShaderUniforms = function () {
  682. this.setFloat("size", this.getRenderSize());
  683. var scene = this.getScene();
  684. if (!scene) {
  685. return;
  686. }
  687. var deltaTime = scene.getEngine().getDeltaTime();
  688. this.time += deltaTime;
  689. this.setFloat("time", this.time * this.speed / 1000);
  690. this._currentTranslation += deltaTime * this.translationSpeed / 1000.0;
  691. this.setFloat("translationSpeed", this._currentTranslation);
  692. };
  693. PerlinNoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  694. this.updateShaderUniforms();
  695. _super.prototype.render.call(this, useCameraPostProcess);
  696. };
  697. PerlinNoiseProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  698. _super.prototype.resize.call(this, size, generateMipMaps);
  699. };
  700. return PerlinNoiseProceduralTexture;
  701. }(BABYLON.ProceduralTexture));
  702. BABYLON.PerlinNoiseProceduralTexture = PerlinNoiseProceduralTexture;
  703. })(BABYLON || (BABYLON = {}));
  704. //# sourceMappingURL=babylon.perlinNoiseProceduralTexture.js.map
  705. 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";
  706. return BABYLON;
  707. });