babylon.roadProceduralTexture.js 2.5 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 RoadProceduralTexture = /** @class */ (function (_super) {
  15. __extends(RoadProceduralTexture, _super);
  16. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17. var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  18. _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  19. _this.updateShaderUniforms();
  20. return _this;
  21. }
  22. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  23. this.setColor3("roadColor", this._roadColor);
  24. };
  25. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  26. get: function () {
  27. return this._roadColor;
  28. },
  29. set: function (value) {
  30. this._roadColor = value;
  31. this.updateShaderUniforms();
  32. },
  33. enumerable: true,
  34. configurable: true
  35. });
  36. return RoadProceduralTexture;
  37. }(BABYLON.ProceduralTexture));
  38. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  39. })(BABYLON || (BABYLON = {}));
  40. //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  41. 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}";