babylon.marbleProceduralTexture.js 4.8 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || function (d, b) {
  3. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4. function __() { this.constructor = d; }
  5. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  6. };
  7. var BABYLON;
  8. (function (BABYLON) {
  9. var MarbleProceduralTexture = (function (_super) {
  10. __extends(MarbleProceduralTexture, _super);
  11. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  12. _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps);
  13. this._numberOfTilesHeight = 3;
  14. this._numberOfTilesWidth = 3;
  15. this._amplitude = 9.0;
  16. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  17. this.updateShaderUniforms();
  18. }
  19. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  20. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  21. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  22. this.setFloat("amplitude", this._amplitude);
  23. this.setColor3("jointColor", this._jointColor);
  24. };
  25. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  26. get: function () {
  27. return this._numberOfTilesHeight;
  28. },
  29. set: function (value) {
  30. this._numberOfTilesHeight = value;
  31. this.updateShaderUniforms();
  32. },
  33. enumerable: true,
  34. configurable: true
  35. });
  36. Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
  37. get: function () {
  38. return this._amplitude;
  39. },
  40. set: function (value) {
  41. this._amplitude = value;
  42. this.updateShaderUniforms();
  43. },
  44. enumerable: true,
  45. configurable: true
  46. });
  47. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  48. get: function () {
  49. return this._numberOfTilesWidth;
  50. },
  51. set: function (value) {
  52. this._numberOfTilesWidth = value;
  53. this.updateShaderUniforms();
  54. },
  55. enumerable: true,
  56. configurable: true
  57. });
  58. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  59. get: function () {
  60. return this._jointColor;
  61. },
  62. set: function (value) {
  63. this._jointColor = value;
  64. this.updateShaderUniforms();
  65. },
  66. enumerable: true,
  67. configurable: true
  68. });
  69. return MarbleProceduralTexture;
  70. }(BABYLON.ProceduralTexture));
  71. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  72. })(BABYLON || (BABYLON = {}));
  73. //# sourceMappingURL=babylon.marbleProceduralTexture.js.map
  74. 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 round(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=round(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=round(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}";