babylon.grassProceduralTexture.js 3.5 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 GrassProceduralTexture = /** @class */ (function (_super) {
  15. __extends(GrassProceduralTexture, _super);
  16. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17. var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  18. _this._groundColor = new BABYLON.Color3(1, 1, 1);
  19. _this._grassColors = [
  20. new BABYLON.Color3(0.29, 0.38, 0.02),
  21. new BABYLON.Color3(0.36, 0.49, 0.09),
  22. new BABYLON.Color3(0.51, 0.6, 0.28)
  23. ];
  24. _this.updateShaderUniforms();
  25. return _this;
  26. }
  27. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  28. this.setColor3("herb1Color", this._grassColors[0]);
  29. this.setColor3("herb2Color", this._grassColors[1]);
  30. this.setColor3("herb3Color", this._grassColors[2]);
  31. this.setColor3("groundColor", this._groundColor);
  32. };
  33. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  34. get: function () {
  35. return this._grassColors;
  36. },
  37. set: function (value) {
  38. this._grassColors = value;
  39. this.updateShaderUniforms();
  40. },
  41. enumerable: true,
  42. configurable: true
  43. });
  44. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  45. get: function () {
  46. return this._groundColor;
  47. },
  48. set: function (value) {
  49. this.groundColor = value;
  50. this.updateShaderUniforms();
  51. },
  52. enumerable: true,
  53. configurable: true
  54. });
  55. return GrassProceduralTexture;
  56. }(BABYLON.ProceduralTexture));
  57. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  58. })(BABYLON || (BABYLON = {}));
  59. //# sourceMappingURL=babylon.grassProceduralTexture.js.map
  60. 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}";