babylon.woodProceduralTexture.js 3.0 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556
  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 WoodProceduralTexture = /** @class */ (function (_super) {
  15. __extends(WoodProceduralTexture, _super);
  16. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17. var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  18. _this._ampScale = 100.0;
  19. _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  20. _this.updateShaderUniforms();
  21. return _this;
  22. }
  23. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  24. this.setFloat("ampScale", this._ampScale);
  25. this.setColor3("woodColor", this._woodColor);
  26. };
  27. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  28. get: function () {
  29. return this._ampScale;
  30. },
  31. set: function (value) {
  32. this._ampScale = value;
  33. this.updateShaderUniforms();
  34. },
  35. enumerable: true,
  36. configurable: true
  37. });
  38. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  39. get: function () {
  40. return this._woodColor;
  41. },
  42. set: function (value) {
  43. this._woodColor = value;
  44. this.updateShaderUniforms();
  45. },
  46. enumerable: true,
  47. configurable: true
  48. });
  49. return WoodProceduralTexture;
  50. }(BABYLON.ProceduralTexture));
  51. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  52. })(BABYLON || (BABYLON = {}));
  53. //# sourceMappingURL=babylon.woodProceduralTexture.js.map
  54. BABYLON.Effect.ShadersStore['woodProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\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(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n}";