babylonjs.proceduralTextures.js 40 KB

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  1. var babylonDependency; try { babylonDependency = (typeof require !== 'undefined' && require("../babylon.max")); } catch (e) { babylonDependency = (typeof require !== 'undefined' && require("babylonjs")); }
  2. var BABYLON = BABYLON || babylonDependency;
  3. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  4. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  5. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  6. 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;
  7. return c > 3 && r && Object.defineProperty(target, key, r), r;
  8. };
  9. var __extends = (this && this.__extends) || (function () {
  10. var extendStatics = Object.setPrototypeOf ||
  11. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  12. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  13. return function (d, b) {
  14. extendStatics(d, b);
  15. function __() { this.constructor = d; }
  16. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  17. };
  18. })();
  19. var BABYLON;
  20. (function (BABYLON) {
  21. var WoodProceduralTexture = (function (_super) {
  22. __extends(WoodProceduralTexture, _super);
  23. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  24. var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  25. _this._ampScale = 100.0;
  26. _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  27. _this.updateShaderUniforms();
  28. return _this;
  29. }
  30. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  31. this.setFloat("ampScale", this._ampScale);
  32. this.setColor3("woodColor", this._woodColor);
  33. };
  34. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  35. get: function () {
  36. return this._ampScale;
  37. },
  38. set: function (value) {
  39. this._ampScale = value;
  40. this.updateShaderUniforms();
  41. },
  42. enumerable: true,
  43. configurable: true
  44. });
  45. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  46. get: function () {
  47. return this._woodColor;
  48. },
  49. set: function (value) {
  50. this._woodColor = value;
  51. this.updateShaderUniforms();
  52. },
  53. enumerable: true,
  54. configurable: true
  55. });
  56. return WoodProceduralTexture;
  57. }(BABYLON.ProceduralTexture));
  58. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  59. })(BABYLON || (BABYLON = {}));
  60. //# sourceMappingURL=babylon.woodProceduralTexture.js.map
  61. 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}";
  62. var BABYLON;
  63. (function (BABYLON) {
  64. var FireProceduralTexture = (function (_super) {
  65. __extends(FireProceduralTexture, _super);
  66. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  67. var _this = _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  68. _this._time = 0.0;
  69. _this._speed = new BABYLON.Vector2(0.5, 0.3);
  70. _this._autoGenerateTime = true;
  71. _this._alphaThreshold = 0.5;
  72. _this._fireColors = FireProceduralTexture.RedFireColors;
  73. _this.updateShaderUniforms();
  74. return _this;
  75. }
  76. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  77. this.setFloat("time", this._time);
  78. this.setVector2("speed", this._speed);
  79. this.setColor3("c1", this._fireColors[0]);
  80. this.setColor3("c2", this._fireColors[1]);
  81. this.setColor3("c3", this._fireColors[2]);
  82. this.setColor3("c4", this._fireColors[3]);
  83. this.setColor3("c5", this._fireColors[4]);
  84. this.setColor3("c6", this._fireColors[5]);
  85. this.setFloat("alphaThreshold", this._alphaThreshold);
  86. };
  87. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  88. if (this._autoGenerateTime) {
  89. this._time += this.getScene().getAnimationRatio() * 0.03;
  90. this.updateShaderUniforms();
  91. }
  92. _super.prototype.render.call(this, useCameraPostProcess);
  93. };
  94. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  95. get: function () {
  96. return [
  97. new BABYLON.Color3(0.5, 0.0, 1.0),
  98. new BABYLON.Color3(0.9, 0.0, 1.0),
  99. new BABYLON.Color3(0.2, 0.0, 1.0),
  100. new BABYLON.Color3(1.0, 0.9, 1.0),
  101. new BABYLON.Color3(0.1, 0.1, 1.0),
  102. new BABYLON.Color3(0.9, 0.9, 1.0)
  103. ];
  104. },
  105. enumerable: true,
  106. configurable: true
  107. });
  108. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  109. get: function () {
  110. return [
  111. new BABYLON.Color3(0.5, 1.0, 0.0),
  112. new BABYLON.Color3(0.5, 1.0, 0.0),
  113. new BABYLON.Color3(0.3, 0.4, 0.0),
  114. new BABYLON.Color3(0.5, 1.0, 0.0),
  115. new BABYLON.Color3(0.2, 0.0, 0.0),
  116. new BABYLON.Color3(0.5, 1.0, 0.0)
  117. ];
  118. },
  119. enumerable: true,
  120. configurable: true
  121. });
  122. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  123. get: function () {
  124. return [
  125. new BABYLON.Color3(0.5, 0.0, 0.1),
  126. new BABYLON.Color3(0.9, 0.0, 0.0),
  127. new BABYLON.Color3(0.2, 0.0, 0.0),
  128. new BABYLON.Color3(1.0, 0.9, 0.0),
  129. new BABYLON.Color3(0.1, 0.1, 0.1),
  130. new BABYLON.Color3(0.9, 0.9, 0.9)
  131. ];
  132. },
  133. enumerable: true,
  134. configurable: true
  135. });
  136. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  137. get: function () {
  138. return [
  139. new BABYLON.Color3(0.1, 0.0, 0.5),
  140. new BABYLON.Color3(0.0, 0.0, 0.5),
  141. new BABYLON.Color3(0.1, 0.0, 0.2),
  142. new BABYLON.Color3(0.0, 0.0, 1.0),
  143. new BABYLON.Color3(0.1, 0.2, 0.3),
  144. new BABYLON.Color3(0.0, 0.2, 0.9)
  145. ];
  146. },
  147. enumerable: true,
  148. configurable: true
  149. });
  150. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  151. get: function () {
  152. return this._fireColors;
  153. },
  154. set: function (value) {
  155. this._fireColors = value;
  156. this.updateShaderUniforms();
  157. },
  158. enumerable: true,
  159. configurable: true
  160. });
  161. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  162. get: function () {
  163. return this._time;
  164. },
  165. set: function (value) {
  166. this._time = value;
  167. this.updateShaderUniforms();
  168. },
  169. enumerable: true,
  170. configurable: true
  171. });
  172. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  173. get: function () {
  174. return this._speed;
  175. },
  176. set: function (value) {
  177. this._speed = value;
  178. this.updateShaderUniforms();
  179. },
  180. enumerable: true,
  181. configurable: true
  182. });
  183. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  184. get: function () {
  185. return this._alphaThreshold;
  186. },
  187. set: function (value) {
  188. this._alphaThreshold = value;
  189. this.updateShaderUniforms();
  190. },
  191. enumerable: true,
  192. configurable: true
  193. });
  194. return FireProceduralTexture;
  195. }(BABYLON.ProceduralTexture));
  196. BABYLON.FireProceduralTexture = FireProceduralTexture;
  197. })(BABYLON || (BABYLON = {}));
  198. //# sourceMappingURL=babylon.fireProceduralTexture.js.map
  199. BABYLON.Effect.ShadersStore['fireProceduralTexturePixelShader'] = "precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\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*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}";
  200. var BABYLON;
  201. (function (BABYLON) {
  202. var CloudProceduralTexture = (function (_super) {
  203. __extends(CloudProceduralTexture, _super);
  204. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  205. var _this = _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  206. _this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
  207. _this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
  208. _this.updateShaderUniforms();
  209. return _this;
  210. }
  211. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  212. this.setColor4("skyColor", this._skyColor);
  213. this.setColor4("cloudColor", this._cloudColor);
  214. };
  215. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  216. get: function () {
  217. return this._skyColor;
  218. },
  219. set: function (value) {
  220. this._skyColor = value;
  221. this.updateShaderUniforms();
  222. },
  223. enumerable: true,
  224. configurable: true
  225. });
  226. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  227. get: function () {
  228. return this._cloudColor;
  229. },
  230. set: function (value) {
  231. this._cloudColor = value;
  232. this.updateShaderUniforms();
  233. },
  234. enumerable: true,
  235. configurable: true
  236. });
  237. return CloudProceduralTexture;
  238. }(BABYLON.ProceduralTexture));
  239. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  240. })(BABYLON || (BABYLON = {}));
  241. //# sourceMappingURL=babylon.cloudProceduralTexture.js.map
  242. 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";
  243. var BABYLON;
  244. (function (BABYLON) {
  245. var GrassProceduralTexture = (function (_super) {
  246. __extends(GrassProceduralTexture, _super);
  247. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  248. var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  249. _this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
  250. _this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
  251. _this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
  252. _this._groundColor = new BABYLON.Color3(1, 1, 1);
  253. _this._grassColors = [
  254. new BABYLON.Color3(0.29, 0.38, 0.02),
  255. new BABYLON.Color3(0.36, 0.49, 0.09),
  256. new BABYLON.Color3(0.51, 0.6, 0.28)
  257. ];
  258. _this.updateShaderUniforms();
  259. return _this;
  260. }
  261. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  262. this.setColor3("herb1Color", this._grassColors[0]);
  263. this.setColor3("herb2Color", this._grassColors[1]);
  264. this.setColor3("herb3Color", this._grassColors[2]);
  265. this.setColor3("groundColor", this._groundColor);
  266. };
  267. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  268. get: function () {
  269. return this._grassColors;
  270. },
  271. set: function (value) {
  272. this._grassColors = value;
  273. this.updateShaderUniforms();
  274. },
  275. enumerable: true,
  276. configurable: true
  277. });
  278. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  279. get: function () {
  280. return this._groundColor;
  281. },
  282. set: function (value) {
  283. this.groundColor = value;
  284. this.updateShaderUniforms();
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. return GrassProceduralTexture;
  290. }(BABYLON.ProceduralTexture));
  291. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  292. })(BABYLON || (BABYLON = {}));
  293. //# sourceMappingURL=babylon.grassProceduralTexture.js.map
  294. BABYLON.Effect.ShadersStore['grassProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\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) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}";
  295. var BABYLON;
  296. (function (BABYLON) {
  297. var RoadProceduralTexture = (function (_super) {
  298. __extends(RoadProceduralTexture, _super);
  299. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  300. var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  301. _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  302. _this.updateShaderUniforms();
  303. return _this;
  304. }
  305. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  306. this.setColor3("roadColor", this._roadColor);
  307. };
  308. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  309. get: function () {
  310. return this._roadColor;
  311. },
  312. set: function (value) {
  313. this._roadColor = value;
  314. this.updateShaderUniforms();
  315. },
  316. enumerable: true,
  317. configurable: true
  318. });
  319. return RoadProceduralTexture;
  320. }(BABYLON.ProceduralTexture));
  321. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  322. })(BABYLON || (BABYLON = {}));
  323. //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  324. 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}";
  325. var BABYLON;
  326. (function (BABYLON) {
  327. var BrickProceduralTexture = (function (_super) {
  328. __extends(BrickProceduralTexture, _super);
  329. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  330. var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  331. _this._numberOfBricksHeight = 15;
  332. _this._numberOfBricksWidth = 5;
  333. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  334. _this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  335. _this.updateShaderUniforms();
  336. return _this;
  337. }
  338. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  339. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  340. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  341. this.setColor3("brickColor", this._brickColor);
  342. this.setColor3("jointColor", this._jointColor);
  343. };
  344. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  345. get: function () {
  346. return this._numberOfBricksHeight;
  347. },
  348. set: function (value) {
  349. this._numberOfBricksHeight = value;
  350. this.updateShaderUniforms();
  351. },
  352. enumerable: true,
  353. configurable: true
  354. });
  355. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  356. get: function () {
  357. return this._numberOfBricksWidth;
  358. },
  359. set: function (value) {
  360. this._numberOfBricksWidth = value;
  361. this.updateShaderUniforms();
  362. },
  363. enumerable: true,
  364. configurable: true
  365. });
  366. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  367. get: function () {
  368. return this._jointColor;
  369. },
  370. set: function (value) {
  371. this._jointColor = value;
  372. this.updateShaderUniforms();
  373. },
  374. enumerable: true,
  375. configurable: true
  376. });
  377. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  378. get: function () {
  379. return this._brickColor;
  380. },
  381. set: function (value) {
  382. this._brickColor = value;
  383. this.updateShaderUniforms();
  384. },
  385. enumerable: true,
  386. configurable: true
  387. });
  388. return BrickProceduralTexture;
  389. }(BABYLON.ProceduralTexture));
  390. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  391. })(BABYLON || (BABYLON = {}));
  392. //# sourceMappingURL=babylon.brickProceduralTexture.js.map
  393. BABYLON.Effect.ShadersStore['brickProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\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}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}";
  394. var BABYLON;
  395. (function (BABYLON) {
  396. var MarbleProceduralTexture = (function (_super) {
  397. __extends(MarbleProceduralTexture, _super);
  398. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  399. var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  400. _this._numberOfTilesHeight = 3;
  401. _this._numberOfTilesWidth = 3;
  402. _this._amplitude = 9.0;
  403. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  404. _this.updateShaderUniforms();
  405. return _this;
  406. }
  407. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  408. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  409. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  410. this.setFloat("amplitude", this._amplitude);
  411. this.setColor3("jointColor", this._jointColor);
  412. };
  413. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  414. get: function () {
  415. return this._numberOfTilesHeight;
  416. },
  417. set: function (value) {
  418. this._numberOfTilesHeight = value;
  419. this.updateShaderUniforms();
  420. },
  421. enumerable: true,
  422. configurable: true
  423. });
  424. Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
  425. get: function () {
  426. return this._amplitude;
  427. },
  428. set: function (value) {
  429. this._amplitude = value;
  430. this.updateShaderUniforms();
  431. },
  432. enumerable: true,
  433. configurable: true
  434. });
  435. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  436. get: function () {
  437. return this._numberOfTilesWidth;
  438. },
  439. set: function (value) {
  440. this._numberOfTilesWidth = value;
  441. this.updateShaderUniforms();
  442. },
  443. enumerable: true,
  444. configurable: true
  445. });
  446. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  447. get: function () {
  448. return this._jointColor;
  449. },
  450. set: function (value) {
  451. this._jointColor = value;
  452. this.updateShaderUniforms();
  453. },
  454. enumerable: true,
  455. configurable: true
  456. });
  457. return MarbleProceduralTexture;
  458. }(BABYLON.ProceduralTexture));
  459. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  460. })(BABYLON || (BABYLON = {}));
  461. //# sourceMappingURL=babylon.marbleProceduralTexture.js.map
  462. BABYLON.Effect.ShadersStore['marbleProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 marbleColor;\nuniform vec3 jointColor;\nconst vec3 tileSize=vec3(1.1,1.0,1.1);\nconst vec3 tilePct=vec3(0.98,1.0,0.98);\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 turbulence(vec2 P)\n{\nfloat val=0.0;\nfloat freq=1.0;\nfor (int i=0; i<4; i++)\n{\nval+=abs(noise(P*freq)/freq);\nfreq*=2.07;\n}\nreturn val;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvec3 marble_color(float x)\n{\nvec3 col;\nx=0.5*(x+1.);\nx=sqrt(x); \nx=sqrt(x);\nx=sqrt(x);\ncol=vec3(.2+.75*x); \ncol.b*=0.95; \nreturn col;\n}\nvoid main()\n{\nfloat brickW=1.0/numberOfTilesWidth;\nfloat brickH=1.0/numberOfTilesHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.01;\nvec3 color=marbleColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\nt+=amplitude*turbulence(brickvUV.xy);\nt=sin(t);\ncolor=marble_color(t);\n}\ngl_FragColor=vec4(color,0.0);\n}";
  463. var BABYLON;
  464. (function (BABYLON) {
  465. var StarfieldProceduralTexture = (function (_super) {
  466. __extends(StarfieldProceduralTexture, _super);
  467. function StarfieldProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  468. var _this = _super.call(this, name, size, "starfieldProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  469. _this._time = 1;
  470. _this._alpha = 0.5;
  471. _this._beta = 0.8;
  472. _this._zoom = 0.8;
  473. _this._formuparam = 0.53;
  474. _this._stepsize = 0.1;
  475. _this._tile = 0.850;
  476. _this._brightness = 0.0015;
  477. _this._darkmatter = 0.400;
  478. _this._distfading = 0.730;
  479. _this._saturation = 0.850;
  480. _this.updateShaderUniforms();
  481. return _this;
  482. }
  483. StarfieldProceduralTexture.prototype.updateShaderUniforms = function () {
  484. this.setFloat("time", this._time);
  485. this.setFloat("alpha", this._alpha);
  486. this.setFloat("beta", this._beta);
  487. this.setFloat("zoom", this._zoom);
  488. this.setFloat("formuparam", this._formuparam);
  489. this.setFloat("stepsize", this._stepsize);
  490. this.setFloat("tile", this._tile);
  491. this.setFloat("brightness", this._brightness);
  492. this.setFloat("darkmatter", this._darkmatter);
  493. this.setFloat("distfading", this._distfading);
  494. this.setFloat("saturation", this._saturation);
  495. };
  496. Object.defineProperty(StarfieldProceduralTexture.prototype, "time", {
  497. get: function () {
  498. return this._time;
  499. },
  500. set: function (value) {
  501. this._time = value;
  502. this.updateShaderUniforms();
  503. },
  504. enumerable: true,
  505. configurable: true
  506. });
  507. Object.defineProperty(StarfieldProceduralTexture.prototype, "alpha", {
  508. get: function () {
  509. return this._alpha;
  510. },
  511. set: function (value) {
  512. this._alpha = value;
  513. this.updateShaderUniforms();
  514. },
  515. enumerable: true,
  516. configurable: true
  517. });
  518. Object.defineProperty(StarfieldProceduralTexture.prototype, "beta", {
  519. get: function () {
  520. return this._beta;
  521. },
  522. set: function (value) {
  523. this._beta = value;
  524. this.updateShaderUniforms();
  525. },
  526. enumerable: true,
  527. configurable: true
  528. });
  529. Object.defineProperty(StarfieldProceduralTexture.prototype, "formuparam", {
  530. get: function () {
  531. return this._formuparam;
  532. },
  533. set: function (value) {
  534. this._formuparam = value;
  535. this.updateShaderUniforms();
  536. },
  537. enumerable: true,
  538. configurable: true
  539. });
  540. Object.defineProperty(StarfieldProceduralTexture.prototype, "stepsize", {
  541. get: function () {
  542. return this._stepsize;
  543. },
  544. set: function (value) {
  545. this._stepsize = value;
  546. this.updateShaderUniforms();
  547. },
  548. enumerable: true,
  549. configurable: true
  550. });
  551. Object.defineProperty(StarfieldProceduralTexture.prototype, "zoom", {
  552. get: function () {
  553. return this._zoom;
  554. },
  555. set: function (value) {
  556. this._zoom = value;
  557. this.updateShaderUniforms();
  558. },
  559. enumerable: true,
  560. configurable: true
  561. });
  562. Object.defineProperty(StarfieldProceduralTexture.prototype, "tile", {
  563. get: function () {
  564. return this._tile;
  565. },
  566. set: function (value) {
  567. this._tile = value;
  568. this.updateShaderUniforms();
  569. },
  570. enumerable: true,
  571. configurable: true
  572. });
  573. Object.defineProperty(StarfieldProceduralTexture.prototype, "brightness", {
  574. get: function () {
  575. return this._brightness;
  576. },
  577. set: function (value) {
  578. this._brightness = value;
  579. this.updateShaderUniforms();
  580. },
  581. enumerable: true,
  582. configurable: true
  583. });
  584. Object.defineProperty(StarfieldProceduralTexture.prototype, "darkmatter", {
  585. get: function () {
  586. return this._darkmatter;
  587. },
  588. set: function (value) {
  589. this._darkmatter = value;
  590. this.updateShaderUniforms();
  591. },
  592. enumerable: true,
  593. configurable: true
  594. });
  595. Object.defineProperty(StarfieldProceduralTexture.prototype, "distfading", {
  596. get: function () {
  597. return this._distfading;
  598. },
  599. set: function (value) {
  600. this._distfading = value;
  601. this.updateShaderUniforms();
  602. },
  603. enumerable: true,
  604. configurable: true
  605. });
  606. Object.defineProperty(StarfieldProceduralTexture.prototype, "saturation", {
  607. get: function () {
  608. return this._saturation;
  609. },
  610. set: function (value) {
  611. this._saturation = value;
  612. this.updateShaderUniforms();
  613. },
  614. enumerable: true,
  615. configurable: true
  616. });
  617. return StarfieldProceduralTexture;
  618. }(BABYLON.ProceduralTexture));
  619. BABYLON.StarfieldProceduralTexture = StarfieldProceduralTexture;
  620. })(BABYLON || (BABYLON = {}));
  621. //# sourceMappingURL=babylon.starfieldProceduralTexture.js.map
  622. BABYLON.Effect.ShadersStore['starfieldProceduralTexturePixelShader'] = "precision highp float;\n\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float time;\nuniform float alpha;\nuniform float beta;\nuniform float zoom;\nuniform float formuparam;\nuniform float stepsize;\nuniform float tile;\nuniform float brightness;\nuniform float darkmatter;\nuniform float distfading;\nuniform float saturation;\nvoid main()\n{\nvec3 dir=vec3(vUV*zoom,1.);\nfloat localTime=time*0.0001;\n\nmat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));\nmat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));\ndir.xz*=rot1;\ndir.xy*=rot2;\nvec3 from=vec3(1.,.5,0.5);\nfrom+=vec3(-2.,localTime*2.,localTime);\nfrom.xz*=rot1;\nfrom.xy*=rot2;\n\nfloat s=0.1,fade=1.;\nvec3 v=vec3(0.);\nfor (int r=0; r<volsteps; r++) {\nvec3 p=from+s*dir*.5;\np=abs(vec3(tile)-mod(p,vec3(tile*2.))); \nfloat pa,a=pa=0.;\nfor (int i=0; i<iterations; i++) {\np=abs(p)/dot(p,p)-formuparam; \na+=abs(length(p)-pa); \npa=length(p);\n}\nfloat dm=max(0.,darkmatter-a*a*.001); \na*=a*a; \nif (r>6) fade*=1.-dm; \n\nv+=fade;\nv+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; \nfade*=distfading; \ns+=stepsize;\n}\nv=mix(vec3(length(v)),v,saturation); \ngl_FragColor=vec4(v*.01,1.);\n}";
  623. var BABYLON;
  624. (function (BABYLON) {
  625. var NormalMapProceduralTexture = (function (_super) {
  626. __extends(NormalMapProceduralTexture, _super);
  627. function NormalMapProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  628. var _this = _super.call(this, name, size, "normalMapProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  629. _this.updateShaderUniforms();
  630. return _this;
  631. }
  632. NormalMapProceduralTexture.prototype.updateShaderUniforms = function () {
  633. this.setTexture("baseSampler", this._baseTexture);
  634. this.setFloat("size", this.getRenderSize());
  635. };
  636. NormalMapProceduralTexture.prototype.render = function (useCameraPostProcess) {
  637. _super.prototype.render.call(this, useCameraPostProcess);
  638. };
  639. NormalMapProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  640. _super.prototype.resize.call(this, size, generateMipMaps);
  641. // We need to update the "size" uniform
  642. this.updateShaderUniforms();
  643. };
  644. Object.defineProperty(NormalMapProceduralTexture.prototype, "baseTexture", {
  645. get: function () {
  646. return this._baseTexture;
  647. },
  648. set: function (texture) {
  649. this._baseTexture = texture;
  650. this.updateShaderUniforms();
  651. },
  652. enumerable: true,
  653. configurable: true
  654. });
  655. return NormalMapProceduralTexture;
  656. }(BABYLON.ProceduralTexture));
  657. BABYLON.NormalMapProceduralTexture = NormalMapProceduralTexture;
  658. })(BABYLON || (BABYLON = {}));
  659. //# sourceMappingURL=babylon.normalMapProceduralTexture.js.map
  660. BABYLON.Effect.ShadersStore['normalMapProceduralTexturePixelShader'] = "precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n";
  661. var BABYLON;
  662. (function (BABYLON) {
  663. var PerlinNoiseProceduralTexture = (function (_super) {
  664. __extends(PerlinNoiseProceduralTexture, _super);
  665. function PerlinNoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  666. var _this = _super.call(this, name, size, "perlinNoiseProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  667. _this.time = 0.0;
  668. _this.speed = 1.0;
  669. _this.translationSpeed = 1.0;
  670. _this._currentTranslation = 0;
  671. _this.updateShaderUniforms();
  672. return _this;
  673. }
  674. PerlinNoiseProceduralTexture.prototype.updateShaderUniforms = function () {
  675. this.setFloat("size", this.getRenderSize());
  676. var deltaTime = this.getScene().getEngine().getDeltaTime();
  677. this.time += deltaTime;
  678. this.setFloat("time", this.time * this.speed / 1000);
  679. this._currentTranslation += deltaTime * this.translationSpeed / 1000.0;
  680. this.setFloat("translationSpeed", this._currentTranslation);
  681. };
  682. PerlinNoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  683. this.updateShaderUniforms();
  684. _super.prototype.render.call(this, useCameraPostProcess);
  685. };
  686. PerlinNoiseProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  687. _super.prototype.resize.call(this, size, generateMipMaps);
  688. };
  689. return PerlinNoiseProceduralTexture;
  690. }(BABYLON.ProceduralTexture));
  691. BABYLON.PerlinNoiseProceduralTexture = PerlinNoiseProceduralTexture;
  692. })(BABYLON || (BABYLON = {}));
  693. //# sourceMappingURL=babylon.perlinNoiseProceduralTexture.js.map
  694. BABYLON.Effect.ShadersStore['perlinNoiseProceduralTexturePixelShader'] = "\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89)); \n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n";
  695. (function universalModuleDefinition(root, factory) {
  696. if (root && root["BABYLON"]) {
  697. return;
  698. }
  699. if(typeof exports === 'object' && typeof module === 'object')
  700. module.exports = factory();
  701. else if(typeof define === 'function' && define.amd)
  702. define([], factory);
  703. else if(typeof exports === 'object')
  704. exports["BJSProceduralTextures"] = factory();
  705. else {
  706. root["BABYLON"] = factory();
  707. }
  708. })(this, function() {
  709. return BABYLON;
  710. });