@babylonjs/procedural-textures 5.0.0-alpha.9 → 5.0.0-beta.4

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Files changed (82) hide show
  1. package/brick/brickProceduralTexture.fragment.js +3 -3
  2. package/brick/brickProceduralTexture.fragment.js.map +1 -1
  3. package/brick/brickProceduralTexture.js +6 -6
  4. package/brick/brickProceduralTexture.js.map +1 -1
  5. package/brick/index.js +1 -1
  6. package/cloud/cloudProceduralTexture.d.ts +6 -0
  7. package/cloud/cloudProceduralTexture.fragment.js +3 -3
  8. package/cloud/cloudProceduralTexture.fragment.js.map +1 -1
  9. package/cloud/cloudProceduralTexture.js +38 -6
  10. package/cloud/cloudProceduralTexture.js.map +1 -1
  11. package/cloud/index.js +1 -1
  12. package/fire/fireProceduralTexture.fragment.js +2 -2
  13. package/fire/fireProceduralTexture.fragment.js.map +1 -1
  14. package/fire/fireProceduralTexture.js +7 -7
  15. package/fire/fireProceduralTexture.js.map +1 -1
  16. package/fire/index.js +1 -1
  17. package/grass/grassProceduralTexture.fragment.js +3 -3
  18. package/grass/grassProceduralTexture.fragment.js.map +1 -1
  19. package/grass/grassProceduralTexture.js +6 -6
  20. package/grass/grassProceduralTexture.js.map +1 -1
  21. package/grass/index.js +1 -1
  22. package/index.d.ts +10 -10
  23. package/index.js +10 -10
  24. package/index.js.map +1 -1
  25. package/legacy/legacy-brick.js +2 -2
  26. package/legacy/legacy-cloud.js +2 -2
  27. package/legacy/legacy-fire.d.ts +1 -1
  28. package/legacy/legacy-fire.js +2 -2
  29. package/legacy/legacy-fire.js.map +1 -1
  30. package/legacy/legacy-grass.d.ts +1 -1
  31. package/legacy/legacy-grass.js +2 -2
  32. package/legacy/legacy-grass.js.map +1 -1
  33. package/legacy/legacy-marble.d.ts +1 -1
  34. package/legacy/legacy-marble.js +2 -2
  35. package/legacy/legacy-marble.js.map +1 -1
  36. package/legacy/legacy-normalMap.d.ts +1 -1
  37. package/legacy/legacy-normalMap.js +2 -2
  38. package/legacy/legacy-normalMap.js.map +1 -1
  39. package/legacy/legacy-perlinNoise.d.ts +1 -1
  40. package/legacy/legacy-perlinNoise.js +2 -2
  41. package/legacy/legacy-perlinNoise.js.map +1 -1
  42. package/legacy/legacy-road.d.ts +1 -1
  43. package/legacy/legacy-road.js +2 -2
  44. package/legacy/legacy-road.js.map +1 -1
  45. package/legacy/legacy-starfield.d.ts +1 -1
  46. package/legacy/legacy-starfield.js +2 -2
  47. package/legacy/legacy-starfield.js.map +1 -1
  48. package/legacy/legacy-wood.d.ts +1 -1
  49. package/legacy/legacy-wood.js +2 -2
  50. package/legacy/legacy-wood.js.map +1 -1
  51. package/legacy/legacy.js +2 -2
  52. package/marble/index.js +1 -1
  53. package/marble/marbleProceduralTexture.fragment.js +2 -2
  54. package/marble/marbleProceduralTexture.fragment.js.map +1 -1
  55. package/marble/marbleProceduralTexture.js +6 -6
  56. package/marble/marbleProceduralTexture.js.map +1 -1
  57. package/normalMap/index.js +1 -1
  58. package/normalMap/normalMapProceduralTexture.fragment.js +2 -2
  59. package/normalMap/normalMapProceduralTexture.fragment.js.map +1 -1
  60. package/normalMap/normalMapProceduralTexture.js +5 -5
  61. package/normalMap/normalMapProceduralTexture.js.map +1 -1
  62. package/package.json +3 -3
  63. package/perlinNoise/index.js +1 -1
  64. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js +3 -3
  65. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js.map +1 -1
  66. package/perlinNoise/perlinNoiseProceduralTexture.js +5 -5
  67. package/perlinNoise/perlinNoiseProceduralTexture.js.map +1 -1
  68. package/road/index.js +1 -1
  69. package/road/roadProceduralTexture.fragment.js +3 -3
  70. package/road/roadProceduralTexture.fragment.js.map +1 -1
  71. package/road/roadProceduralTexture.js +6 -6
  72. package/road/roadProceduralTexture.js.map +1 -1
  73. package/starfield/index.js +1 -1
  74. package/starfield/starfieldProceduralTexture.fragment.js +2 -2
  75. package/starfield/starfieldProceduralTexture.fragment.js.map +1 -1
  76. package/starfield/starfieldProceduralTexture.js +5 -5
  77. package/starfield/starfieldProceduralTexture.js.map +1 -1
  78. package/wood/index.js +1 -1
  79. package/wood/woodProceduralTexture.fragment.js +3 -3
  80. package/wood/woodProceduralTexture.fragment.js.map +1 -1
  81. package/wood/woodProceduralTexture.js +6 -6
  82. package/wood/woodProceduralTexture.js.map +1 -1
@@ -1,8 +1,8 @@
1
1
  import { __decorate, __extends } from "tslib";
2
- import { serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators";
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- import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture";
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- import { _TypeStore } from '@babylonjs/core/Misc/typeStore';
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- import "./starfieldProceduralTexture.fragment";
2
+ import { serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
4
+ import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
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+ import "./starfieldProceduralTexture.fragment.js";
6
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  var StarfieldProceduralTexture = /** @class */ (function (_super) {
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  __extends(StarfieldProceduralTexture, _super);
8
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  function StarfieldProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
@@ -211,5 +211,5 @@ var StarfieldProceduralTexture = /** @class */ (function (_super) {
211
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  return StarfieldProceduralTexture;
212
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  }(ProceduralTexture));
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  export { StarfieldProceduralTexture };
214
- _TypeStore.RegisteredTypes["BABYLON.StarfieldProceduralTexture"] = StarfieldProceduralTexture;
214
+ RegisterClass("BABYLON.StarfieldProceduralTexture", StarfieldProceduralTexture);
215
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  //# sourceMappingURL=starfieldProceduralTexture.js.map
@@ -1 +1 @@
1
- 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{ serialize, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\n\nimport \"./starfieldProceduralTexture.fragment\";\n\nexport class StarfieldProceduralTexture extends ProceduralTexture {\n private _time = 1;\n private _alpha = 0.5;\n private _beta = 0.8;\n private _zoom = 0.8;\n private _formuparam = 0.53;\n private _stepsize = 0.1;\n private _tile = 0.850;\n private _brightness = 0.0015;\n private _darkmatter = 0.400;\n private _distfading = 0.730;\n private _saturation = 0.850;\n\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"starfieldProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setFloat(\"time\", this._time);\n this.setFloat(\"alpha\", this._alpha);\n this.setFloat(\"beta\", this._beta);\n this.setFloat(\"zoom\", this._zoom);\n this.setFloat(\"formuparam\", this._formuparam);\n this.setFloat(\"stepsize\", this._stepsize);\n this.setFloat(\"tile\", this._tile);\n this.setFloat(\"brightness\", this._brightness);\n this.setFloat(\"darkmatter\", this._darkmatter);\n this.setFloat(\"distfading\", this._distfading);\n this.setFloat(\"saturation\", this._saturation);\n }\n\n @serialize()\n public get time(): number {\n return this._time;\n }\n\n public set time(value: number) {\n this._time = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get alpha(): number {\n return this._alpha;\n }\n\n public set alpha(value: number) {\n this._alpha = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get beta(): number {\n return this._beta;\n }\n\n public set beta(value: number) {\n this._beta = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get formuparam(): number {\n return this._formuparam;\n }\n\n public set formuparam(value: number) {\n this._formuparam = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get stepsize(): number {\n return this._stepsize;\n }\n\n public set stepsize(value: number) {\n this._stepsize = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get zoom(): number {\n return this._zoom;\n }\n\n public set zoom(value: number) {\n this._zoom = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get tile(): number {\n return this._tile;\n }\n\n public set tile(value: number) {\n this._tile = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get brightness(): number {\n return this._brightness;\n }\n\n public set brightness(value: number) {\n this._brightness = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get darkmatter(): number {\n return this._darkmatter;\n }\n\n public set darkmatter(value: number) {\n this._darkmatter = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get distfading(): number {\n return this._distfading;\n }\n\n public set distfading(value: number) {\n this._distfading = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get saturation(): number {\n return this._saturation;\n }\n\n public set saturation(value: number) {\n this._saturation = value;\n this.updateShaderUniforms();\n }\n\n /**\n * Serializes this starfield procedural texture\n * @returns a serialized starfield procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.StarfieldProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Starfield Procedural Texture from parsed startfield procedural texture data\n * @param parsedTexture defines parsed texture data\n * @param scene defines the current scene\n * @param rootUrl defines the root URL containing startfield procedural texture information\n * @returns a parsed Starfield Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture {\n var texture = SerializationHelper.Parse(() => new StarfieldProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\n_TypeStore.RegisteredTypes[\"BABYLON.StarfieldProceduralTexture\"] = StarfieldProceduralTexture;"]}
1
+ 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{ serialize, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\n\nimport \"./starfieldProceduralTexture.fragment\";\n\nexport class StarfieldProceduralTexture extends ProceduralTexture {\n private _time = 1;\n private _alpha = 0.5;\n private _beta = 0.8;\n private _zoom = 0.8;\n private _formuparam = 0.53;\n private _stepsize = 0.1;\n private _tile = 0.850;\n private _brightness = 0.0015;\n private _darkmatter = 0.400;\n private _distfading = 0.730;\n private _saturation = 0.850;\n\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"starfieldProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setFloat(\"time\", this._time);\n this.setFloat(\"alpha\", this._alpha);\n this.setFloat(\"beta\", this._beta);\n this.setFloat(\"zoom\", this._zoom);\n this.setFloat(\"formuparam\", this._formuparam);\n this.setFloat(\"stepsize\", this._stepsize);\n this.setFloat(\"tile\", this._tile);\n this.setFloat(\"brightness\", this._brightness);\n this.setFloat(\"darkmatter\", this._darkmatter);\n this.setFloat(\"distfading\", this._distfading);\n this.setFloat(\"saturation\", this._saturation);\n }\n\n @serialize()\n public get time(): number {\n return this._time;\n }\n\n public set time(value: number) {\n this._time = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get alpha(): number {\n return this._alpha;\n }\n\n public set alpha(value: number) {\n this._alpha = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get beta(): number {\n return this._beta;\n }\n\n public set beta(value: number) {\n this._beta = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get formuparam(): number {\n return this._formuparam;\n }\n\n public set formuparam(value: number) {\n this._formuparam = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get stepsize(): number {\n return this._stepsize;\n }\n\n public set stepsize(value: number) {\n this._stepsize = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get zoom(): number {\n return this._zoom;\n }\n\n public set zoom(value: number) {\n this._zoom = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get tile(): number {\n return this._tile;\n }\n\n public set tile(value: number) {\n this._tile = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get brightness(): number {\n return this._brightness;\n }\n\n public set brightness(value: number) {\n this._brightness = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get darkmatter(): number {\n return this._darkmatter;\n }\n\n public set darkmatter(value: number) {\n this._darkmatter = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get distfading(): number {\n return this._distfading;\n }\n\n public set distfading(value: number) {\n this._distfading = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get saturation(): number {\n return this._saturation;\n }\n\n public set saturation(value: number) {\n this._saturation = value;\n this.updateShaderUniforms();\n }\n\n /**\n * Serializes this starfield procedural texture\n * @returns a serialized starfield procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.StarfieldProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Starfield Procedural Texture from parsed startfield procedural texture data\n * @param parsedTexture defines parsed texture data\n * @param scene defines the current scene\n * @param rootUrl defines the root URL containing startfield procedural texture information\n * @returns a parsed Starfield Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture {\n var texture = SerializationHelper.Parse(() => new StarfieldProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\nRegisterClass(\"BABYLON.StarfieldProceduralTexture\", StarfieldProceduralTexture);"]}
package/wood/index.js CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./woodProceduralTexture";
1
+ export * from "./woodProceduralTexture.js";
2
2
  //# sourceMappingURL=index.js.map
@@ -1,7 +1,7 @@
1
- import { Effect } from "@babylonjs/core/Materials/effect";
1
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
2
  var name = 'woodProceduralTexturePixelShader';
3
- var shader = "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}";
4
- Effect.ShadersStore[name] = shader;
3
+ var shader = "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}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
4
+ ShaderStore.ShadersStore[name] = shader;
5
5
  /** @hidden */
6
6
  export var woodProceduralTexturePixelShader = { name: name, shader: shader };
7
7
  //# sourceMappingURL=woodProceduralTexture.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"woodProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/wood/woodProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,IAAI,IAAI,GAAG,kCAAkC,CAAC;AAC9C,IAAI,MAAM,GAAG,grBA0BX,CAAC;AAEH,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,gCAAgC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { Effect } from \"@babylonjs/core/Materials/effect\";\n\nlet name = 'woodProceduralTexturePixelShader';\nlet shader = `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}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var woodProceduralTexturePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"woodProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/wood/woodProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,kCAAkC,CAAC;AAC9C,IAAI,MAAM,GAAG,2xBA6BX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,gCAAgC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'woodProceduralTexturePixelShader';\nlet shader = `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}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var woodProceduralTexturePixelShader = { name, shader };\n"]}
@@ -1,9 +1,9 @@
1
1
  import { __decorate, __extends } from "tslib";
2
- import { serialize, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators";
3
- import { Color3 } from "@babylonjs/core/Maths/math.color";
4
- import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture";
5
- import { _TypeStore } from '@babylonjs/core/Misc/typeStore';
6
- import "./woodProceduralTexture.fragment";
2
+ import { serialize, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
5
+ import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
6
+ import "./woodProceduralTexture.fragment.js";
7
7
  var WoodProceduralTexture = /** @class */ (function (_super) {
8
8
  __extends(WoodProceduralTexture, _super);
9
9
  function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
@@ -68,5 +68,5 @@ var WoodProceduralTexture = /** @class */ (function (_super) {
68
68
  return WoodProceduralTexture;
69
69
  }(ProceduralTexture));
70
70
  export { WoodProceduralTexture };
71
- _TypeStore.RegisteredTypes["BABYLON.WoodProceduralTexture"] = WoodProceduralTexture;
71
+ RegisterClass("BABYLON.WoodProceduralTexture", WoodProceduralTexture);
72
72
  //# sourceMappingURL=woodProceduralTexture.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"woodProceduralTexture.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/wood/woodProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AACpG,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,OAAO,EAAE,iBAAiB,EAAE,MAAM,kEAAkE,CAAC;AAErG,OAAO,EAAE,UAAU,EAAE,MAAM,gCAAgC,CAAC;AAE5D,OAAO,kCAAkC,CAAC;AAE1C;IAA2C,yCAAiB;IAIxD,+BAAY,IAAY,EAAE,IAAY,EAAE,KAAY,EAAE,eAAyB,EAAE,eAAyB;QAA1G,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,SAEtF;QANO,eAAS,GAAW,KAAK,CAAC;QAC1B,gBAAU,GAAW,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAItD,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,oDAAoB,GAA3B;QACI,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IAGD,sBAAW,2CAAQ;aAAnB;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;aAED,UAAoB,KAAa;YAC7B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;YACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,4CAAS;aAApB;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAa;YAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,yCAAS,GAAhB;QACI,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACjF,mBAAmB,CAAC,UAAU,GAAG,+BAA+B,CAAC;QAEjE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,2BAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAI,OAAO,GAAG,mBAAmB,CAAC,KAAK,CAAC,cAAM,OAAA,IAAI,qBAAqB,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAApH,CAAoH,EAAE,aAAa,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEnM,OAAO,OAAO,CAAC;IACnB,CAAC;IAzCD;QADC,SAAS,EAAE;yDAGX;IAQD;QADC,iBAAiB,EAAE;0DAGnB;IA8BL,4BAAC;CAAA,AAzDD,CAA2C,iBAAiB,GAyD3D;SAzDY,qBAAqB;AA2DlC,UAAU,CAAC,eAAe,CAAC,+BAA+B,CAAC,GAAG,qBAAqB,CAAC","sourcesContent":["import { serialize, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n\r\nimport \"./woodProceduralTexture.fragment\";\r\n\r\nexport class WoodProceduralTexture extends ProceduralTexture {\r\n private _ampScale: number = 100.0;\r\n private _woodColor: Color3 = new Color3(0.32, 0.17, 0.09);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"woodProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"ampScale\", this._ampScale);\r\n this.setColor3(\"woodColor\", this._woodColor);\r\n }\r\n\r\n @serialize()\r\n public get ampScale(): number {\r\n return this._ampScale;\r\n }\r\n\r\n public set ampScale(value: number) {\r\n this._ampScale = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get woodColor(): Color3 {\r\n return this._woodColor;\r\n }\r\n\r\n public set woodColor(value: Color3) {\r\n this._woodColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this wood procedural texture\r\n * @returns a serialized wood procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.WoodProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Wood Procedural Texture from parsed wood procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing wood procedural texture information\r\n * @returns a parsed Wood Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.WoodProceduralTexture\"] = WoodProceduralTexture;"]}
1
+ {"version":3,"file":"woodProceduralTexture.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/wood/woodProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AACpG,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,OAAO,EAAE,iBAAiB,EAAE,MAAM,kEAAkE,CAAC;AAErG,OAAO,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAE/D,OAAO,kCAAkC,CAAC;AAE1C;IAA2C,yCAAiB;IAIxD,+BAAY,IAAY,EAAE,IAAY,EAAE,KAAY,EAAE,eAAyB,EAAE,eAAyB;QAA1G,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,SAEtF;QANO,eAAS,GAAW,KAAK,CAAC;QAC1B,gBAAU,GAAW,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAItD,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,oDAAoB,GAA3B;QACI,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IAGD,sBAAW,2CAAQ;aAAnB;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;aAED,UAAoB,KAAa;YAC7B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;YACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,4CAAS;aAApB;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAa;YAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,yCAAS,GAAhB;QACI,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACjF,mBAAmB,CAAC,UAAU,GAAG,+BAA+B,CAAC;QAEjE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,2BAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAI,OAAO,GAAG,mBAAmB,CAAC,KAAK,CAAC,cAAM,OAAA,IAAI,qBAAqB,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAApH,CAAoH,EAAE,aAAa,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEnM,OAAO,OAAO,CAAC;IACnB,CAAC;IAzCD;QADC,SAAS,EAAE;yDAGX;IAQD;QADC,iBAAiB,EAAE;0DAGnB;IA8BL,4BAAC;CAAA,AAzDD,CAA2C,iBAAiB,GAyD3D;SAzDY,qBAAqB;AA2DlC,aAAa,CAAC,+BAA+B,EAAE,qBAAqB,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\n\r\nimport \"./woodProceduralTexture.fragment\";\r\n\r\nexport class WoodProceduralTexture extends ProceduralTexture {\r\n private _ampScale: number = 100.0;\r\n private _woodColor: Color3 = new Color3(0.32, 0.17, 0.09);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"woodProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"ampScale\", this._ampScale);\r\n this.setColor3(\"woodColor\", this._woodColor);\r\n }\r\n\r\n @serialize()\r\n public get ampScale(): number {\r\n return this._ampScale;\r\n }\r\n\r\n public set ampScale(value: number) {\r\n this._ampScale = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get woodColor(): Color3 {\r\n return this._woodColor;\r\n }\r\n\r\n public set woodColor(value: Color3) {\r\n this._woodColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this wood procedural texture\r\n * @returns a serialized wood procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.WoodProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Wood Procedural Texture from parsed wood procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing wood procedural texture information\r\n * @returns a parsed Wood Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WoodProceduralTexture\", WoodProceduralTexture);"]}