babylon.roadProceduralTexture.min.js 1.3 KB

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  1. var BABYLON;!function(o){var r=function(r){function n(n,e,t,a,i){r.call(this,n,e,"roadProceduralTexture",t,a,i),this._roadColor=new o.Color3(.53,.53,.53),this.updateShaderUniforms(),this.refreshRate=0}return __extends(n,r),n.prototype.updateShaderUniforms=function(){this.setColor3("roadColor",this._roadColor)},Object.defineProperty(n.prototype,"roadColor",{get:function(){return this._roadColor},set:function(o){this._roadColor=o,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),n}(o.ProceduralTexture);o.RoadProceduralTexture=r}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.roadProceduralTexturePixelShader="precision highp float;\n\nvarying vec2 vUV; \nuniform vec3 roadColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n float ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\n vec3 color = roadColor * ratioy;\n gl_FragColor = vec4(color, 1.0);\n}";