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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 BABYLON;
- (function (BABYLON) {
- var CloudProceduralTexture = /** @class */ (function (_super) {
- __extends(CloudProceduralTexture, _super);
- function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
- var _this = _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
- _this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
- _this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
- _this.updateShaderUniforms();
- return _this;
- }
- CloudProceduralTexture.prototype.updateShaderUniforms = function () {
- this.setColor4("skyColor", this._skyColor);
- this.setColor4("cloudColor", this._cloudColor);
- };
- Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
- get: function () {
- return this._skyColor;
- },
- set: function (value) {
- this._skyColor = value;
- this.updateShaderUniforms();
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
- get: function () {
- return this._cloudColor;
- },
- set: function (value) {
- this._cloudColor = value;
- this.updateShaderUniforms();
- },
- enumerable: true,
- configurable: true
- });
- return CloudProceduralTexture;
- }(BABYLON.ProceduralTexture));
- BABYLON.CloudProceduralTexture = CloudProceduralTexture;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.cloudProceduralTexture.js.map
- 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";
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