1 |
- var BABYLON,__extends=this&&this.__extends||(function(){var t=function(e,o){return(t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,o){e.__proto__=o}||function(e,o){for(var r in o)o.hasOwnProperty(r)&&(e[r]=o[r])})(e,o)};return function(e,o){function r(){this.constructor=e}t(e,o),e.prototype=null===o?Object.create(o):(r.prototype=o.prototype,new r)}})(),__decorate=this&&this.__decorate||function(e,o,r,t){var n,i=arguments.length,l=i<3?o:null===t?t=Object.getOwnPropertyDescriptor(o,r):t;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)l=Reflect.decorate(e,o,r,t);else for(var c=e.length-1;0<=c;c--)(n=e[c])&&(l=(i<3?n(l):3<i?n(o,r,l):n(o,r))||l);return 3<i&&l&&Object.defineProperty(o,r,l),l};!(function(c){var e=(function(l){function t(e,o,r,t,n){var i=l.call(this,e,o,"cloudProceduralTexture",r,t,n)||this;return i._skyColor=new c.Color4(.15,.68,1,1),i._cloudColor=new c.Color4(1,1,1,1),i.updateShaderUniforms(),i}return __extends(t,l),t.prototype.updateShaderUniforms=function(){this.setColor4("skyColor",this._skyColor),this.setColor4("cloudColor",this._cloudColor)},Object.defineProperty(t.prototype,"skyColor",{get:function(){return this._skyColor},set:function(e){this._skyColor=e,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cloudColor",{get:function(){return this._cloudColor},set:function(e){this._cloudColor=e,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),t.prototype.serialize=function(){var e=c.SerializationHelper.Serialize(this,l.prototype.serialize.call(this));return e.customType="BABYLON.CloudProceduralTexture",e},t.Parse=function(e,o,r){return c.SerializationHelper.Parse((function(){return new t(e.name,e._size,o,void 0,e._generateMipMaps)}),e,o,r)},__decorate([c.serializeAsColor4()],t.prototype,"skyColor",null),__decorate([c.serializeAsColor4()],t.prototype,"cloudColor",null),t})(c.ProceduralTexture);c.CloudProceduralTexture=e})(BABYLON||(BABYLON={})),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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