babylon.woodProceduralTexture.min.js 1.8 KB

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  1. var __extends=this&&this.__extends||(function(){var o=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(o,t){o.__proto__=t}||function(o,t){for(var e in t)t.hasOwnProperty(e)&&(o[e]=t[e])};return function(t,e){function n(){this.constructor=t}o(t,e),t.prototype=null===e?Object.create(e):(n.prototype=e.prototype,new n)}})(),BABYLON;!(function(o){var t=(function(t){function e(e,n,r,a,i){var c=t.call(this,e,n,"woodProceduralTexture",r,a,i)||this;return c._ampScale=100,c._woodColor=new o.Color3(.32,.17,.09),c.updateShaderUniforms(),c}return __extends(e,t),e.prototype.updateShaderUniforms=function(){this.setFloat("ampScale",this._ampScale),this.setColor3("woodColor",this._woodColor)},Object.defineProperty(e.prototype,"ampScale",{get:function(){return this._ampScale},set:function(o){this._ampScale=o,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"woodColor",{get:function(){return this._woodColor},set:function(o){this._woodColor=o,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),e})(o.ProceduralTexture);o.WoodProceduralTexture=t})(BABYLON||(BABYLON={})),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}";