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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var __extends = (this && this.__extends) || (function () {
- var extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
- function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
- return function (d, b) {
- extendStatics(d, b);
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- })();
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
- 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;
- return c > 3 && r && Object.defineProperty(target, key, r), r;
- };
- var BABYLON;
- (function (BABYLON) {
- var PerlinNoiseProceduralTexture = /** @class */ (function (_super) {
- __extends(PerlinNoiseProceduralTexture, _super);
- function PerlinNoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
- var _this = _super.call(this, name, size, "perlinNoiseProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
- _this.time = 0.0;
- _this.timeScale = 1.0;
- _this.translationSpeed = 1.0;
- _this._currentTranslation = 0;
- _this.updateShaderUniforms();
- return _this;
- }
- PerlinNoiseProceduralTexture.prototype.updateShaderUniforms = function () {
- this.setFloat("size", this.getRenderSize());
- var scene = this.getScene();
- if (!scene) {
- return;
- }
- var deltaTime = scene.getEngine().getDeltaTime();
- this.time += deltaTime;
- this.setFloat("time", this.time * this.timeScale / 1000);
- this._currentTranslation += deltaTime * this.translationSpeed / 1000.0;
- this.setFloat("translationSpeed", this._currentTranslation);
- };
- PerlinNoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
- this.updateShaderUniforms();
- _super.prototype.render.call(this, useCameraPostProcess);
- };
- PerlinNoiseProceduralTexture.prototype.resize = function (size, generateMipMaps) {
- _super.prototype.resize.call(this, size, generateMipMaps);
- };
- /**
- * Serializes this perlin noise procedural texture
- * @returns a serialized perlin noise procedural texture object
- */
- PerlinNoiseProceduralTexture.prototype.serialize = function () {
- var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
- serializationObject.customType = "BABYLON.PerlinNoiseProceduralTexture";
- return serializationObject;
- };
- /**
- * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data
- * @param parsedTexture defines parsed texture data
- * @param scene defines the current scene
- * @param rootUrl defines the root URL containing perlin noise procedural texture information
- * @returns a parsed Perlin Noise Procedural Texture
- */
- PerlinNoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
- var texture = BABYLON.SerializationHelper.Parse(function () { return new PerlinNoiseProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
- return texture;
- };
- __decorate([
- BABYLON.serialize()
- ], PerlinNoiseProceduralTexture.prototype, "time", void 0);
- __decorate([
- BABYLON.serialize()
- ], PerlinNoiseProceduralTexture.prototype, "timeScale", void 0);
- __decorate([
- BABYLON.serialize()
- ], PerlinNoiseProceduralTexture.prototype, "translationSpeed", void 0);
- return PerlinNoiseProceduralTexture;
- }(BABYLON.ProceduralTexture));
- BABYLON.PerlinNoiseProceduralTexture = PerlinNoiseProceduralTexture;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.perlinNoiseProceduralTexture.js.map
- 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";
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