babylonjs.proceduralTextures.js 40 KB

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  1. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  2. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  3. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  4. 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;
  5. return c > 3 && r && Object.defineProperty(target, key, r), r;
  6. };
  7. var __extends = (this && this.__extends) || (function () {
  8. var extendStatics = Object.setPrototypeOf ||
  9. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  10. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  11. return function (d, b) {
  12. extendStatics(d, b);
  13. function __() { this.constructor = d; }
  14. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  15. };
  16. })();
  17. (function universalModuleDefinition(root, factory) {
  18. if(typeof exports === 'object' && typeof module === 'object')
  19. module.exports = factory(require("babylonjs"));
  20. else if(typeof define === 'function' && define.amd)
  21. define("babylonjs-procedural-textures", ["babylonjs"], factory);
  22. else if(typeof exports === 'object')
  23. exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
  24. else {
  25. root["BABYLON"] = factory(root["BABYLON"]);
  26. }
  27. })(this, function(BABYLON) {
  28. "use strict";
  29. var BABYLON;
  30. (function (BABYLON) {
  31. var WoodProceduralTexture = /** @class */ (function (_super) {
  32. __extends(WoodProceduralTexture, _super);
  33. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  34. var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  35. _this._ampScale = 100.0;
  36. _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  37. _this.updateShaderUniforms();
  38. return _this;
  39. }
  40. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  41. this.setFloat("ampScale", this._ampScale);
  42. this.setColor3("woodColor", this._woodColor);
  43. };
  44. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  45. get: function () {
  46. return this._ampScale;
  47. },
  48. set: function (value) {
  49. this._ampScale = value;
  50. this.updateShaderUniforms();
  51. },
  52. enumerable: true,
  53. configurable: true
  54. });
  55. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  56. get: function () {
  57. return this._woodColor;
  58. },
  59. set: function (value) {
  60. this._woodColor = value;
  61. this.updateShaderUniforms();
  62. },
  63. enumerable: true,
  64. configurable: true
  65. });
  66. return WoodProceduralTexture;
  67. }(BABYLON.ProceduralTexture));
  68. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  69. })(BABYLON || (BABYLON = {}));
  70. //# sourceMappingURL=babylon.woodProceduralTexture.js.map
  71. 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}";
  72. "use strict";
  73. var BABYLON;
  74. (function (BABYLON) {
  75. var FireProceduralTexture = /** @class */ (function (_super) {
  76. __extends(FireProceduralTexture, _super);
  77. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  78. var _this = _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  79. _this._time = 0.0;
  80. _this._speed = new BABYLON.Vector2(0.5, 0.3);
  81. _this._autoGenerateTime = true;
  82. _this._alphaThreshold = 0.5;
  83. _this._fireColors = FireProceduralTexture.RedFireColors;
  84. _this.updateShaderUniforms();
  85. return _this;
  86. }
  87. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  88. this.setFloat("time", this._time);
  89. this.setVector2("speed", this._speed);
  90. this.setColor3("c1", this._fireColors[0]);
  91. this.setColor3("c2", this._fireColors[1]);
  92. this.setColor3("c3", this._fireColors[2]);
  93. this.setColor3("c4", this._fireColors[3]);
  94. this.setColor3("c5", this._fireColors[4]);
  95. this.setColor3("c6", this._fireColors[5]);
  96. this.setFloat("alphaThreshold", this._alphaThreshold);
  97. };
  98. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  99. var scene = this.getScene();
  100. if (this._autoGenerateTime && scene) {
  101. this._time += scene.getAnimationRatio() * 0.03;
  102. this.updateShaderUniforms();
  103. }
  104. _super.prototype.render.call(this, useCameraPostProcess);
  105. };
  106. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  107. get: function () {
  108. return [
  109. new BABYLON.Color3(0.5, 0.0, 1.0),
  110. new BABYLON.Color3(0.9, 0.0, 1.0),
  111. new BABYLON.Color3(0.2, 0.0, 1.0),
  112. new BABYLON.Color3(1.0, 0.9, 1.0),
  113. new BABYLON.Color3(0.1, 0.1, 1.0),
  114. new BABYLON.Color3(0.9, 0.9, 1.0)
  115. ];
  116. },
  117. enumerable: true,
  118. configurable: true
  119. });
  120. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  121. get: function () {
  122. return [
  123. new BABYLON.Color3(0.5, 1.0, 0.0),
  124. new BABYLON.Color3(0.5, 1.0, 0.0),
  125. new BABYLON.Color3(0.3, 0.4, 0.0),
  126. new BABYLON.Color3(0.5, 1.0, 0.0),
  127. new BABYLON.Color3(0.2, 0.0, 0.0),
  128. new BABYLON.Color3(0.5, 1.0, 0.0)
  129. ];
  130. },
  131. enumerable: true,
  132. configurable: true
  133. });
  134. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  135. get: function () {
  136. return [
  137. new BABYLON.Color3(0.5, 0.0, 0.1),
  138. new BABYLON.Color3(0.9, 0.0, 0.0),
  139. new BABYLON.Color3(0.2, 0.0, 0.0),
  140. new BABYLON.Color3(1.0, 0.9, 0.0),
  141. new BABYLON.Color3(0.1, 0.1, 0.1),
  142. new BABYLON.Color3(0.9, 0.9, 0.9)
  143. ];
  144. },
  145. enumerable: true,
  146. configurable: true
  147. });
  148. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  149. get: function () {
  150. return [
  151. new BABYLON.Color3(0.1, 0.0, 0.5),
  152. new BABYLON.Color3(0.0, 0.0, 0.5),
  153. new BABYLON.Color3(0.1, 0.0, 0.2),
  154. new BABYLON.Color3(0.0, 0.0, 1.0),
  155. new BABYLON.Color3(0.1, 0.2, 0.3),
  156. new BABYLON.Color3(0.0, 0.2, 0.9)
  157. ];
  158. },
  159. enumerable: true,
  160. configurable: true
  161. });
  162. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  163. get: function () {
  164. return this._fireColors;
  165. },
  166. set: function (value) {
  167. this._fireColors = value;
  168. this.updateShaderUniforms();
  169. },
  170. enumerable: true,
  171. configurable: true
  172. });
  173. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  174. get: function () {
  175. return this._time;
  176. },
  177. set: function (value) {
  178. this._time = value;
  179. this.updateShaderUniforms();
  180. },
  181. enumerable: true,
  182. configurable: true
  183. });
  184. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  185. get: function () {
  186. return this._speed;
  187. },
  188. set: function (value) {
  189. this._speed = value;
  190. this.updateShaderUniforms();
  191. },
  192. enumerable: true,
  193. configurable: true
  194. });
  195. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  196. get: function () {
  197. return this._alphaThreshold;
  198. },
  199. set: function (value) {
  200. this._alphaThreshold = value;
  201. this.updateShaderUniforms();
  202. },
  203. enumerable: true,
  204. configurable: true
  205. });
  206. return FireProceduralTexture;
  207. }(BABYLON.ProceduralTexture));
  208. BABYLON.FireProceduralTexture = FireProceduralTexture;
  209. })(BABYLON || (BABYLON = {}));
  210. //# sourceMappingURL=babylon.fireProceduralTexture.js.map
  211. 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}";
  212. "use strict";
  213. var BABYLON;
  214. (function (BABYLON) {
  215. var CloudProceduralTexture = /** @class */ (function (_super) {
  216. __extends(CloudProceduralTexture, _super);
  217. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  218. var _this = _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  219. _this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
  220. _this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
  221. _this.updateShaderUniforms();
  222. return _this;
  223. }
  224. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  225. this.setColor4("skyColor", this._skyColor);
  226. this.setColor4("cloudColor", this._cloudColor);
  227. };
  228. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  229. get: function () {
  230. return this._skyColor;
  231. },
  232. set: function (value) {
  233. this._skyColor = value;
  234. this.updateShaderUniforms();
  235. },
  236. enumerable: true,
  237. configurable: true
  238. });
  239. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  240. get: function () {
  241. return this._cloudColor;
  242. },
  243. set: function (value) {
  244. this._cloudColor = value;
  245. this.updateShaderUniforms();
  246. },
  247. enumerable: true,
  248. configurable: true
  249. });
  250. return CloudProceduralTexture;
  251. }(BABYLON.ProceduralTexture));
  252. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  253. })(BABYLON || (BABYLON = {}));
  254. //# sourceMappingURL=babylon.cloudProceduralTexture.js.map
  255. 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";
  256. "use strict";
  257. var BABYLON;
  258. (function (BABYLON) {
  259. var GrassProceduralTexture = /** @class */ (function (_super) {
  260. __extends(GrassProceduralTexture, _super);
  261. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  262. var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  263. _this._groundColor = new BABYLON.Color3(1, 1, 1);
  264. _this._grassColors = [
  265. new BABYLON.Color3(0.29, 0.38, 0.02),
  266. new BABYLON.Color3(0.36, 0.49, 0.09),
  267. new BABYLON.Color3(0.51, 0.6, 0.28)
  268. ];
  269. _this.updateShaderUniforms();
  270. return _this;
  271. }
  272. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  273. this.setColor3("herb1Color", this._grassColors[0]);
  274. this.setColor3("herb2Color", this._grassColors[1]);
  275. this.setColor3("herb3Color", this._grassColors[2]);
  276. this.setColor3("groundColor", this._groundColor);
  277. };
  278. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  279. get: function () {
  280. return this._grassColors;
  281. },
  282. set: function (value) {
  283. this._grassColors = value;
  284. this.updateShaderUniforms();
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  290. get: function () {
  291. return this._groundColor;
  292. },
  293. set: function (value) {
  294. this._groundColor = value;
  295. this.updateShaderUniforms();
  296. },
  297. enumerable: true,
  298. configurable: true
  299. });
  300. return GrassProceduralTexture;
  301. }(BABYLON.ProceduralTexture));
  302. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  303. })(BABYLON || (BABYLON = {}));
  304. //# sourceMappingURL=babylon.grassProceduralTexture.js.map
  305. 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}";
  306. "use strict";
  307. var BABYLON;
  308. (function (BABYLON) {
  309. var RoadProceduralTexture = /** @class */ (function (_super) {
  310. __extends(RoadProceduralTexture, _super);
  311. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  312. var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  313. _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  314. _this.updateShaderUniforms();
  315. return _this;
  316. }
  317. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  318. this.setColor3("roadColor", this._roadColor);
  319. };
  320. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  321. get: function () {
  322. return this._roadColor;
  323. },
  324. set: function (value) {
  325. this._roadColor = value;
  326. this.updateShaderUniforms();
  327. },
  328. enumerable: true,
  329. configurable: true
  330. });
  331. return RoadProceduralTexture;
  332. }(BABYLON.ProceduralTexture));
  333. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  334. })(BABYLON || (BABYLON = {}));
  335. //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  336. 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}";
  337. "use strict";
  338. var BABYLON;
  339. (function (BABYLON) {
  340. var BrickProceduralTexture = /** @class */ (function (_super) {
  341. __extends(BrickProceduralTexture, _super);
  342. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  343. var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  344. _this._numberOfBricksHeight = 15;
  345. _this._numberOfBricksWidth = 5;
  346. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  347. _this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  348. _this.updateShaderUniforms();
  349. return _this;
  350. }
  351. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  352. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  353. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  354. this.setColor3("brickColor", this._brickColor);
  355. this.setColor3("jointColor", this._jointColor);
  356. };
  357. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  358. get: function () {
  359. return this._numberOfBricksHeight;
  360. },
  361. set: function (value) {
  362. this._numberOfBricksHeight = value;
  363. this.updateShaderUniforms();
  364. },
  365. enumerable: true,
  366. configurable: true
  367. });
  368. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  369. get: function () {
  370. return this._numberOfBricksWidth;
  371. },
  372. set: function (value) {
  373. this._numberOfBricksWidth = value;
  374. this.updateShaderUniforms();
  375. },
  376. enumerable: true,
  377. configurable: true
  378. });
  379. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  380. get: function () {
  381. return this._jointColor;
  382. },
  383. set: function (value) {
  384. this._jointColor = value;
  385. this.updateShaderUniforms();
  386. },
  387. enumerable: true,
  388. configurable: true
  389. });
  390. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  391. get: function () {
  392. return this._brickColor;
  393. },
  394. set: function (value) {
  395. this._brickColor = value;
  396. this.updateShaderUniforms();
  397. },
  398. enumerable: true,
  399. configurable: true
  400. });
  401. return BrickProceduralTexture;
  402. }(BABYLON.ProceduralTexture));
  403. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  404. })(BABYLON || (BABYLON = {}));
  405. //# sourceMappingURL=babylon.brickProceduralTexture.js.map
  406. 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}";
  407. "use strict";
  408. var BABYLON;
  409. (function (BABYLON) {
  410. var MarbleProceduralTexture = /** @class */ (function (_super) {
  411. __extends(MarbleProceduralTexture, _super);
  412. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  413. var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  414. _this._numberOfTilesHeight = 3;
  415. _this._numberOfTilesWidth = 3;
  416. _this._amplitude = 9.0;
  417. _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  418. _this.updateShaderUniforms();
  419. return _this;
  420. }
  421. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  422. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  423. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  424. this.setFloat("amplitude", this._amplitude);
  425. this.setColor3("jointColor", this._jointColor);
  426. };
  427. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  428. get: function () {
  429. return this._numberOfTilesHeight;
  430. },
  431. set: function (value) {
  432. this._numberOfTilesHeight = value;
  433. this.updateShaderUniforms();
  434. },
  435. enumerable: true,
  436. configurable: true
  437. });
  438. Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
  439. get: function () {
  440. return this._amplitude;
  441. },
  442. set: function (value) {
  443. this._amplitude = value;
  444. this.updateShaderUniforms();
  445. },
  446. enumerable: true,
  447. configurable: true
  448. });
  449. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  450. get: function () {
  451. return this._numberOfTilesWidth;
  452. },
  453. set: function (value) {
  454. this._numberOfTilesWidth = value;
  455. this.updateShaderUniforms();
  456. },
  457. enumerable: true,
  458. configurable: true
  459. });
  460. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  461. get: function () {
  462. return this._jointColor;
  463. },
  464. set: function (value) {
  465. this._jointColor = value;
  466. this.updateShaderUniforms();
  467. },
  468. enumerable: true,
  469. configurable: true
  470. });
  471. return MarbleProceduralTexture;
  472. }(BABYLON.ProceduralTexture));
  473. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  474. })(BABYLON || (BABYLON = {}));
  475. //# sourceMappingURL=babylon.marbleProceduralTexture.js.map
  476. 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}";
  477. "use strict";
  478. var BABYLON;
  479. (function (BABYLON) {
  480. var StarfieldProceduralTexture = /** @class */ (function (_super) {
  481. __extends(StarfieldProceduralTexture, _super);
  482. function StarfieldProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  483. var _this = _super.call(this, name, size, "starfieldProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  484. _this._time = 1;
  485. _this._alpha = 0.5;
  486. _this._beta = 0.8;
  487. _this._zoom = 0.8;
  488. _this._formuparam = 0.53;
  489. _this._stepsize = 0.1;
  490. _this._tile = 0.850;
  491. _this._brightness = 0.0015;
  492. _this._darkmatter = 0.400;
  493. _this._distfading = 0.730;
  494. _this._saturation = 0.850;
  495. _this.updateShaderUniforms();
  496. return _this;
  497. }
  498. StarfieldProceduralTexture.prototype.updateShaderUniforms = function () {
  499. this.setFloat("time", this._time);
  500. this.setFloat("alpha", this._alpha);
  501. this.setFloat("beta", this._beta);
  502. this.setFloat("zoom", this._zoom);
  503. this.setFloat("formuparam", this._formuparam);
  504. this.setFloat("stepsize", this._stepsize);
  505. this.setFloat("tile", this._tile);
  506. this.setFloat("brightness", this._brightness);
  507. this.setFloat("darkmatter", this._darkmatter);
  508. this.setFloat("distfading", this._distfading);
  509. this.setFloat("saturation", this._saturation);
  510. };
  511. Object.defineProperty(StarfieldProceduralTexture.prototype, "time", {
  512. get: function () {
  513. return this._time;
  514. },
  515. set: function (value) {
  516. this._time = value;
  517. this.updateShaderUniforms();
  518. },
  519. enumerable: true,
  520. configurable: true
  521. });
  522. Object.defineProperty(StarfieldProceduralTexture.prototype, "alpha", {
  523. get: function () {
  524. return this._alpha;
  525. },
  526. set: function (value) {
  527. this._alpha = value;
  528. this.updateShaderUniforms();
  529. },
  530. enumerable: true,
  531. configurable: true
  532. });
  533. Object.defineProperty(StarfieldProceduralTexture.prototype, "beta", {
  534. get: function () {
  535. return this._beta;
  536. },
  537. set: function (value) {
  538. this._beta = value;
  539. this.updateShaderUniforms();
  540. },
  541. enumerable: true,
  542. configurable: true
  543. });
  544. Object.defineProperty(StarfieldProceduralTexture.prototype, "formuparam", {
  545. get: function () {
  546. return this._formuparam;
  547. },
  548. set: function (value) {
  549. this._formuparam = value;
  550. this.updateShaderUniforms();
  551. },
  552. enumerable: true,
  553. configurable: true
  554. });
  555. Object.defineProperty(StarfieldProceduralTexture.prototype, "stepsize", {
  556. get: function () {
  557. return this._stepsize;
  558. },
  559. set: function (value) {
  560. this._stepsize = value;
  561. this.updateShaderUniforms();
  562. },
  563. enumerable: true,
  564. configurable: true
  565. });
  566. Object.defineProperty(StarfieldProceduralTexture.prototype, "zoom", {
  567. get: function () {
  568. return this._zoom;
  569. },
  570. set: function (value) {
  571. this._zoom = value;
  572. this.updateShaderUniforms();
  573. },
  574. enumerable: true,
  575. configurable: true
  576. });
  577. Object.defineProperty(StarfieldProceduralTexture.prototype, "tile", {
  578. get: function () {
  579. return this._tile;
  580. },
  581. set: function (value) {
  582. this._tile = value;
  583. this.updateShaderUniforms();
  584. },
  585. enumerable: true,
  586. configurable: true
  587. });
  588. Object.defineProperty(StarfieldProceduralTexture.prototype, "brightness", {
  589. get: function () {
  590. return this._brightness;
  591. },
  592. set: function (value) {
  593. this._brightness = value;
  594. this.updateShaderUniforms();
  595. },
  596. enumerable: true,
  597. configurable: true
  598. });
  599. Object.defineProperty(StarfieldProceduralTexture.prototype, "darkmatter", {
  600. get: function () {
  601. return this._darkmatter;
  602. },
  603. set: function (value) {
  604. this._darkmatter = value;
  605. this.updateShaderUniforms();
  606. },
  607. enumerable: true,
  608. configurable: true
  609. });
  610. Object.defineProperty(StarfieldProceduralTexture.prototype, "distfading", {
  611. get: function () {
  612. return this._distfading;
  613. },
  614. set: function (value) {
  615. this._distfading = value;
  616. this.updateShaderUniforms();
  617. },
  618. enumerable: true,
  619. configurable: true
  620. });
  621. Object.defineProperty(StarfieldProceduralTexture.prototype, "saturation", {
  622. get: function () {
  623. return this._saturation;
  624. },
  625. set: function (value) {
  626. this._saturation = value;
  627. this.updateShaderUniforms();
  628. },
  629. enumerable: true,
  630. configurable: true
  631. });
  632. return StarfieldProceduralTexture;
  633. }(BABYLON.ProceduralTexture));
  634. BABYLON.StarfieldProceduralTexture = StarfieldProceduralTexture;
  635. })(BABYLON || (BABYLON = {}));
  636. //# sourceMappingURL=babylon.starfieldProceduralTexture.js.map
  637. 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}";
  638. "use strict";
  639. var BABYLON;
  640. (function (BABYLON) {
  641. var NormalMapProceduralTexture = /** @class */ (function (_super) {
  642. __extends(NormalMapProceduralTexture, _super);
  643. function NormalMapProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  644. var _this = _super.call(this, name, size, "normalMapProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  645. _this.updateShaderUniforms();
  646. return _this;
  647. }
  648. NormalMapProceduralTexture.prototype.updateShaderUniforms = function () {
  649. this.setTexture("baseSampler", this._baseTexture);
  650. this.setFloat("size", this.getRenderSize());
  651. };
  652. NormalMapProceduralTexture.prototype.render = function (useCameraPostProcess) {
  653. _super.prototype.render.call(this, useCameraPostProcess);
  654. };
  655. NormalMapProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  656. _super.prototype.resize.call(this, size, generateMipMaps);
  657. // We need to update the "size" uniform
  658. this.updateShaderUniforms();
  659. };
  660. Object.defineProperty(NormalMapProceduralTexture.prototype, "baseTexture", {
  661. get: function () {
  662. return this._baseTexture;
  663. },
  664. set: function (texture) {
  665. this._baseTexture = texture;
  666. this.updateShaderUniforms();
  667. },
  668. enumerable: true,
  669. configurable: true
  670. });
  671. return NormalMapProceduralTexture;
  672. }(BABYLON.ProceduralTexture));
  673. BABYLON.NormalMapProceduralTexture = NormalMapProceduralTexture;
  674. })(BABYLON || (BABYLON = {}));
  675. //# sourceMappingURL=babylon.normalMapProceduralTexture.js.map
  676. 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";
  677. "use strict";
  678. var BABYLON;
  679. (function (BABYLON) {
  680. var PerlinNoiseProceduralTexture = /** @class */ (function (_super) {
  681. __extends(PerlinNoiseProceduralTexture, _super);
  682. function PerlinNoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  683. var _this = _super.call(this, name, size, "perlinNoiseProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  684. _this.time = 0.0;
  685. _this.speed = 1.0;
  686. _this.translationSpeed = 1.0;
  687. _this._currentTranslation = 0;
  688. _this.updateShaderUniforms();
  689. return _this;
  690. }
  691. PerlinNoiseProceduralTexture.prototype.updateShaderUniforms = function () {
  692. this.setFloat("size", this.getRenderSize());
  693. var scene = this.getScene();
  694. if (!scene) {
  695. return;
  696. }
  697. var deltaTime = scene.getEngine().getDeltaTime();
  698. this.time += deltaTime;
  699. this.setFloat("time", this.time * this.speed / 1000);
  700. this._currentTranslation += deltaTime * this.translationSpeed / 1000.0;
  701. this.setFloat("translationSpeed", this._currentTranslation);
  702. };
  703. PerlinNoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  704. this.updateShaderUniforms();
  705. _super.prototype.render.call(this, useCameraPostProcess);
  706. };
  707. PerlinNoiseProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  708. _super.prototype.resize.call(this, size, generateMipMaps);
  709. };
  710. return PerlinNoiseProceduralTexture;
  711. }(BABYLON.ProceduralTexture));
  712. BABYLON.PerlinNoiseProceduralTexture = PerlinNoiseProceduralTexture;
  713. })(BABYLON || (BABYLON = {}));
  714. //# sourceMappingURL=babylon.perlinNoiseProceduralTexture.js.map
  715. 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";
  716. return BABYLON;
  717. });