babylon.roadProceduralTexture.js 4.4 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = function (d, b) {
  4. extendStatics = Object.setPrototypeOf ||
  5. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  6. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  7. return extendStatics(d, b);
  8. }
  9. return function (d, b) {
  10. extendStatics(d, b);
  11. function __() { this.constructor = d; }
  12. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  13. };
  14. })();
  15. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  16. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  17. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  18. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  19. return c > 3 && r && Object.defineProperty(target, key, r), r;
  20. };
  21. var BABYLON;
  22. (function (BABYLON) {
  23. var RoadProceduralTexture = /** @class */ (function (_super) {
  24. __extends(RoadProceduralTexture, _super);
  25. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  26. var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  27. _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  28. _this.updateShaderUniforms();
  29. return _this;
  30. }
  31. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  32. this.setColor3("roadColor", this._roadColor);
  33. };
  34. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  35. get: function () {
  36. return this._roadColor;
  37. },
  38. set: function (value) {
  39. this._roadColor = value;
  40. this.updateShaderUniforms();
  41. },
  42. enumerable: true,
  43. configurable: true
  44. });
  45. /**
  46. * Serializes this road procedural texture
  47. * @returns a serialized road procedural texture object
  48. */
  49. RoadProceduralTexture.prototype.serialize = function () {
  50. var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
  51. serializationObject.customType = "BABYLON.RoadProceduralTexture";
  52. return serializationObject;
  53. };
  54. /**
  55. * Creates a Road Procedural Texture from parsed road procedural texture data
  56. * @param parsedTexture defines parsed texture data
  57. * @param scene defines the current scene
  58. * @param rootUrl defines the root URL containing road procedural texture information
  59. * @returns a parsed Road Procedural Texture
  60. */
  61. RoadProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  62. var texture = BABYLON.SerializationHelper.Parse(function () { return new RoadProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
  63. return texture;
  64. };
  65. __decorate([
  66. BABYLON.serializeAsColor3()
  67. ], RoadProceduralTexture.prototype, "roadColor", null);
  68. return RoadProceduralTexture;
  69. }(BABYLON.ProceduralTexture));
  70. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  71. })(BABYLON || (BABYLON = {}));
  72. //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  73. 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}";