@babylonjs/post-processes 5.0.0-rc.7 → 5.0.0-rc.9

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@@ -1,9 +1,9 @@
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- // Do not edit.
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- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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- var name = "asciiartPixelShader";
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- var shader = "varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D asciiArtFont;uniform vec4 asciiArtFontInfos;uniform vec4 asciiArtOptions;float getLuminance(vec3 color)\n{return clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{float caracterSize=asciiArtFontInfos.x;float numChar=asciiArtFontInfos.y-1.0;float fontx=asciiArtFontInfos.z;float fonty=asciiArtFontInfos.w;float screenx=asciiArtOptions.x;float screeny=asciiArtOptions.y;float tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;float tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;vec2 tileUV=vec2(tileX,tileY);vec4 tileColor=texture2D(textureSampler,tileUV);vec4 baseColor=texture2D(textureSampler,vUV);float tileLuminance=getLuminance(tileColor.rgb);float offsetx=(float(floor(tileLuminance*numChar)))*caracterSize/fontx;float offsety=0.0;float x=float(mod(gl_FragCoord.x,caracterSize))/fontx;float y=float(mod(gl_FragCoord.y,caracterSize))/fonty;vec4 finalColor= texture2D(asciiArtFont,vec2(offsetx+x,offsety+(caracterSize/fonty-y)));finalColor.rgb*=tileColor.rgb;finalColor.a=1.0;finalColor= mix(finalColor,tileColor,asciiArtOptions.w);finalColor= mix(finalColor,baseColor,asciiArtOptions.z);gl_FragColor=finalColor;}";
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- // Sideeffect
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- ShaderStore.ShadersStore[name] = shader;
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- /** @hidden */
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- export var asciiartPixelShader = { name: name, shader: shader };
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+ // Do not edit.
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+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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+ var name = "asciiartPixelShader";
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+ var shader = "varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D asciiArtFont;uniform vec4 asciiArtFontInfos;uniform vec4 asciiArtOptions;float getLuminance(vec3 color)\n{return clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{float caracterSize=asciiArtFontInfos.x;float numChar=asciiArtFontInfos.y-1.0;float fontx=asciiArtFontInfos.z;float fonty=asciiArtFontInfos.w;float screenx=asciiArtOptions.x;float screeny=asciiArtOptions.y;float tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;float tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;vec2 tileUV=vec2(tileX,tileY);vec4 tileColor=texture2D(textureSampler,tileUV);vec4 baseColor=texture2D(textureSampler,vUV);float tileLuminance=getLuminance(tileColor.rgb);float offsetx=(float(floor(tileLuminance*numChar)))*caracterSize/fontx;float offsety=0.0;float x=float(mod(gl_FragCoord.x,caracterSize))/fontx;float y=float(mod(gl_FragCoord.y,caracterSize))/fonty;vec4 finalColor= texture2D(asciiArtFont,vec2(offsetx+x,offsety+(caracterSize/fonty-y)));finalColor.rgb*=tileColor.rgb;finalColor.a=1.0;finalColor= mix(finalColor,tileColor,asciiArtOptions.w);finalColor= mix(finalColor,baseColor,asciiArtOptions.z);gl_FragColor=finalColor;}";
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+ // Sideeffect
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+ ShaderStore.ShadersStore[name] = shader;
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+ /** @hidden */
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+ export var asciiartPixelShader = { name: name, shader: shader };
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  //# sourceMappingURL=asciiart.fragment.js.map
@@ -1 +1 @@
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- export * from "./asciiArtPostProcess";
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+ export * from "./asciiArtPostProcess";
package/asciiArt/index.js CHANGED
@@ -1,2 +1,2 @@
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- export * from "./asciiArtPostProcess.js";
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+ export * from "./asciiArtPostProcess";
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  //# sourceMappingURL=index.js.map
@@ -1,107 +1,107 @@
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- import { Nullable } from "@babylonjs/core/types.js";
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- import { Camera } from "@babylonjs/core/Cameras/camera.js";
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- import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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- import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
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- import { Scene } from "@babylonjs/core/scene.js";
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- import "@babylonjs/core/Engines/Extensions/engine.dynamicTexture.js";
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- import "./digitalrain.fragment";
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- /**
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- * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
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- *
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- * It basically takes care rendering the font front the given font size to a texture.
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- * This is used later on in the postprocess.
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- */
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- export declare class DigitalRainFontTexture extends BaseTexture {
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- private _font;
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- private _text;
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- private _charSize;
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- /**
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- * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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- */
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- get charSize(): number;
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- /**
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- * Create a new instance of the Digital Rain FontTexture class
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- * @param name the name of the texture
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- * @param font the font to use, use the W3C CSS notation
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- * @param text the caracter set to use in the rendering.
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- * @param scene the scene that owns the texture
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- */
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- constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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- /**
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- * Gets the max char width of a font.
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- * @param font the font to use, use the W3C CSS notation
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- * @return the max char width
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- */
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- private _getFontWidth;
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- /**
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- * Gets the max char height of a font.
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- * @param font the font to use, use the W3C CSS notation
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- * @return the max char height
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- */
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- private _getFontHeight;
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- /**
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- * Clones the current DigitalRainFontTexture.
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- * @return the clone of the texture.
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- */
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- clone(): DigitalRainFontTexture;
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- /**
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- * Parses a json object representing the texture and returns an instance of it.
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- * @param source the source JSON representation
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- * @param scene the scene to create the texture for
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- * @return the parsed texture
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- */
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- static Parse(source: any, scene: Scene): DigitalRainFontTexture;
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- }
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- /**
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- * Option available in the Digital Rain Post Process.
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- */
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- export interface IDigitalRainPostProcessOptions {
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- /**
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- * The font to use following the w3c font definition.
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- */
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- font?: string;
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- /**
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- * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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- * This number is defined between 0 and 1;
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- */
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- mixToTile?: number;
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- /**
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- * This defines the amount you want to mix the normal rendering pass in the digital rain.
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- * This number is defined between 0 and 1;
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- */
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- mixToNormal?: number;
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- }
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- /**
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- * DigitalRainPostProcess helps rendering everithing in digital rain.
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- *
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- * Simmply add it to your scene and let the nerd that lives in you have fun.
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- * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
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- */
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- export declare class DigitalRainPostProcess extends PostProcess {
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- /**
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- * The font texture used to render the char in the post process.
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- */
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- private _digitalRainFontTexture;
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- /**
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- * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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- * This number is defined between 0 and 1;
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- */
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- mixToTile: number;
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- /**
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- * This defines the amount you want to mix the normal rendering pass in the digital rain.
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- * This number is defined between 0 and 1;
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- */
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- mixToNormal: number;
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- /**
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- * Speed of the effect
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- */
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- speed: number;
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- /**
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- * Instantiates a new Digital Rain Post Process.
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- * @param name the name to give to the postprocess
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- * @camera the camera to apply the post process to.
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- * @param camera
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- * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
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- */
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- constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
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- }
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+ import { Nullable } from "@babylonjs/core/types.js";
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+ import { Camera } from "@babylonjs/core/Cameras/camera.js";
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+ import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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+ import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
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+ import { Scene } from "@babylonjs/core/scene.js";
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+ import "@babylonjs/core/Engines/Extensions/engine.dynamicTexture.js";
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+ import "./digitalrain.fragment";
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+ /**
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+ * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
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+ *
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+ * It basically takes care rendering the font front the given font size to a texture.
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+ * This is used later on in the postprocess.
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+ */
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+ export declare class DigitalRainFontTexture extends BaseTexture {
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+ private _font;
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+ private _text;
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+ private _charSize;
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+ /**
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+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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+ */
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+ get charSize(): number;
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+ /**
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+ * Create a new instance of the Digital Rain FontTexture class
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+ * @param name the name of the texture
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+ * @param font the font to use, use the W3C CSS notation
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+ * @param text the caracter set to use in the rendering.
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+ * @param scene the scene that owns the texture
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+ */
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+ constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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+ /**
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+ * Gets the max char width of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @return the max char width
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+ */
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+ private _getFontWidth;
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+ /**
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+ * Gets the max char height of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @return the max char height
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+ */
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+ private _getFontHeight;
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+ /**
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+ * Clones the current DigitalRainFontTexture.
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+ * @return the clone of the texture.
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+ */
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+ clone(): DigitalRainFontTexture;
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+ /**
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+ * Parses a json object representing the texture and returns an instance of it.
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+ * @param source the source JSON representation
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+ * @param scene the scene to create the texture for
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+ * @return the parsed texture
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+ */
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+ static Parse(source: any, scene: Scene): DigitalRainFontTexture;
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+ }
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+ /**
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+ * Option available in the Digital Rain Post Process.
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+ */
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+ export interface IDigitalRainPostProcessOptions {
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+ /**
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+ * The font to use following the w3c font definition.
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+ */
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+ font?: string;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile?: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal?: number;
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+ }
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+ /**
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+ * DigitalRainPostProcess helps rendering everithing in digital rain.
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+ *
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+ * Simmply add it to your scene and let the nerd that lives in you have fun.
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+ * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
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+ */
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+ export declare class DigitalRainPostProcess extends PostProcess {
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+ /**
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+ * The font texture used to render the char in the post process.
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+ */
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+ private _digitalRainFontTexture;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal: number;
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+ /**
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+ * Speed of the effect
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+ */
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+ speed: number;
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+ /**
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+ * Instantiates a new Digital Rain Post Process.
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+ * @param name the name to give to the postprocess
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+ * @camera the camera to apply the post process to.
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+ * @param camera
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+ * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
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+ */
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+ constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
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+ }