@babylonjs/procedural-textures 5.0.0-beta.9 → 5.0.0-rc.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/brick/brickProceduralTexture.d.ts +35 -35
- package/brick/brickProceduralTexture.fragment.d.ts +5 -5
- package/brick/brickProceduralTexture.fragment.js +8 -6
- package/brick/brickProceduralTexture.fragment.js.map +1 -1
- package/brick/brickProceduralTexture.js +104 -104
- package/brick/brickProceduralTexture.js.map +1 -1
- package/brick/index.d.ts +1 -1
- package/brick/index.js +1 -1
- package/brick/index.js.map +1 -1
- package/cloud/cloudProceduralTexture.d.ts +35 -35
- package/cloud/cloudProceduralTexture.fragment.d.ts +5 -5
- package/cloud/cloudProceduralTexture.fragment.js +8 -6
- package/cloud/cloudProceduralTexture.fragment.js.map +1 -1
- package/cloud/cloudProceduralTexture.js +104 -104
- package/cloud/cloudProceduralTexture.js.map +1 -1
- package/cloud/index.d.ts +1 -1
- package/cloud/index.js +1 -1
- package/cloud/index.js.map +1 -1
- package/fire/fireProceduralTexture.d.ts +44 -44
- package/fire/fireProceduralTexture.fragment.d.ts +5 -5
- package/fire/fireProceduralTexture.fragment.js +8 -6
- package/fire/fireProceduralTexture.fragment.js.map +1 -1
- package/fire/fireProceduralTexture.js +166 -194
- package/fire/fireProceduralTexture.js.map +1 -1
- package/fire/index.d.ts +1 -1
- package/fire/index.js +1 -1
- package/fire/index.js.map +1 -1
- package/grass/grassProceduralTexture.d.ts +29 -29
- package/grass/grassProceduralTexture.fragment.d.ts +5 -5
- package/grass/grassProceduralTexture.fragment.js +8 -6
- package/grass/grassProceduralTexture.fragment.js.map +1 -1
- package/grass/grassProceduralTexture.js +80 -84
- package/grass/grassProceduralTexture.js.map +1 -1
- package/grass/index.d.ts +1 -1
- package/grass/index.js +1 -1
- package/grass/index.js.map +1 -1
- package/index.d.ts +10 -10
- package/index.js +11 -10
- package/index.js.map +1 -1
- package/legacy/legacy-brick.d.ts +1 -1
- package/legacy/legacy-brick.js +13 -12
- package/legacy/legacy-brick.js.map +1 -1
- package/legacy/legacy-cloud.d.ts +1 -1
- package/legacy/legacy-cloud.js +13 -12
- package/legacy/legacy-cloud.js.map +1 -1
- package/legacy/legacy-fire.d.ts +1 -1
- package/legacy/legacy-fire.js +13 -12
- package/legacy/legacy-fire.js.map +1 -1
- package/legacy/legacy-grass.d.ts +1 -1
- package/legacy/legacy-grass.js +13 -12
- package/legacy/legacy-grass.js.map +1 -1
- package/legacy/legacy-marble.d.ts +1 -1
- package/legacy/legacy-marble.js +13 -12
- package/legacy/legacy-marble.js.map +1 -1
- package/legacy/legacy-normalMap.d.ts +1 -1
- package/legacy/legacy-normalMap.js +13 -12
- package/legacy/legacy-normalMap.js.map +1 -1
- package/legacy/legacy-perlinNoise.d.ts +1 -1
- package/legacy/legacy-perlinNoise.js +13 -12
- package/legacy/legacy-perlinNoise.js.map +1 -1
- package/legacy/legacy-road.d.ts +1 -1
- package/legacy/legacy-road.js +13 -12
- package/legacy/legacy-road.js.map +1 -1
- package/legacy/legacy-starfield.d.ts +1 -1
- package/legacy/legacy-starfield.js +13 -12
- package/legacy/legacy-starfield.js.map +1 -1
- package/legacy/legacy-wood.d.ts +1 -1
- package/legacy/legacy-wood.js +13 -12
- package/legacy/legacy-wood.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +16 -15
- package/legacy/legacy.js.map +1 -1
- package/marble/index.d.ts +1 -1
- package/marble/index.js +1 -1
- package/marble/index.js.map +1 -1
- package/marble/marbleProceduralTexture.d.ts +35 -35
- package/marble/marbleProceduralTexture.fragment.d.ts +5 -5
- package/marble/marbleProceduralTexture.fragment.js +8 -6
- package/marble/marbleProceduralTexture.fragment.js.map +1 -1
- package/marble/marbleProceduralTexture.js +104 -104
- package/marble/marbleProceduralTexture.js.map +1 -1
- package/normalMap/index.d.ts +1 -1
- package/normalMap/index.js +1 -1
- package/normalMap/index.js.map +1 -1
- package/normalMap/normalMapProceduralTexture.d.ts +28 -28
- package/normalMap/normalMapProceduralTexture.fragment.d.ts +5 -5
- package/normalMap/normalMapProceduralTexture.fragment.js +8 -6
- package/normalMap/normalMapProceduralTexture.fragment.js.map +1 -1
- package/normalMap/normalMapProceduralTexture.js +69 -69
- package/normalMap/normalMapProceduralTexture.js.map +1 -1
- package/package.json +22 -152
- package/perlinNoise/index.d.ts +1 -1
- package/perlinNoise/index.js +1 -1
- package/perlinNoise/index.js.map +1 -1
- package/perlinNoise/perlinNoiseProceduralTexture.d.ts +28 -28
- package/perlinNoise/perlinNoiseProceduralTexture.fragment.d.ts +5 -5
- package/perlinNoise/perlinNoiseProceduralTexture.fragment.js +8 -6
- package/perlinNoise/perlinNoiseProceduralTexture.fragment.js.map +1 -1
- package/perlinNoise/perlinNoiseProceduralTexture.js +69 -69
- package/perlinNoise/perlinNoiseProceduralTexture.js.map +1 -1
- package/readme.md +2 -2
- package/road/index.d.ts +1 -1
- package/road/index.js +1 -1
- package/road/index.js.map +1 -1
- package/road/roadProceduralTexture.d.ts +26 -26
- package/road/roadProceduralTexture.fragment.d.ts +5 -5
- package/road/roadProceduralTexture.fragment.js +8 -6
- package/road/roadProceduralTexture.fragment.js.map +1 -1
- package/road/roadProceduralTexture.js +56 -56
- package/road/roadProceduralTexture.js.map +1 -1
- package/starfield/index.d.ts +1 -1
- package/starfield/index.js +1 -1
- package/starfield/index.js.map +1 -1
- package/starfield/starfieldProceduralTexture.d.ts +55 -55
- package/starfield/starfieldProceduralTexture.fragment.d.ts +5 -5
- package/starfield/starfieldProceduralTexture.fragment.js +8 -6
- package/starfield/starfieldProceduralTexture.fragment.js.map +1 -1
- package/starfield/starfieldProceduralTexture.js +215 -215
- package/starfield/starfieldProceduralTexture.js.map +1 -1
- package/wood/index.d.ts +1 -1
- package/wood/index.js +1 -1
- package/wood/index.js.map +1 -1
- package/wood/woodProceduralTexture.d.ts +29 -29
- package/wood/woodProceduralTexture.fragment.d.ts +5 -5
- package/wood/woodProceduralTexture.fragment.js +8 -6
- package/wood/woodProceduralTexture.fragment.js.map +1 -1
- package/wood/woodProceduralTexture.js +72 -72
- package/wood/woodProceduralTexture.js.map +1 -1
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import { Color3 } from "@babylonjs/core/Maths/math.color";
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import { Texture } from "@babylonjs/core/Materials/Textures/texture";
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import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture";
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import { Scene } from "@babylonjs/core/scene";
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import { Nullable } from "@babylonjs/core/types";
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import "./brickProceduralTexture.fragment";
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export declare class BrickProceduralTexture extends ProceduralTexture {
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private _numberOfBricksHeight;
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private _numberOfBricksWidth;
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private _jointColor;
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private _brickColor;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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updateShaderUniforms(): void;
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get numberOfBricksHeight(): number;
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set numberOfBricksHeight(value: number);
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get numberOfBricksWidth(): number;
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set numberOfBricksWidth(value: number);
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get jointColor(): Color3;
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set jointColor(value: Color3);
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get brickColor(): Color3;
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set brickColor(value: Color3);
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/**
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* Serializes this brick procedural texture
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* @returns a serialized brick procedural texture object
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*/
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serialize(): any;
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/**
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* Creates a Brick Procedural Texture from parsed brick procedural texture data
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* @param parsedTexture defines parsed texture data
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* @param scene defines the current scene
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* @param rootUrl defines the root URL containing brick procedural texture information
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* @returns a parsed Brick Procedural Texture
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*/
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture;
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}
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
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import type { Scene } from "@babylonjs/core/scene.js";
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import type { Nullable } from "@babylonjs/core/types.js";
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import "./brickProceduralTexture.fragment";
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export declare class BrickProceduralTexture extends ProceduralTexture {
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private _numberOfBricksHeight;
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private _numberOfBricksWidth;
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private _jointColor;
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private _brickColor;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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updateShaderUniforms(): void;
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get numberOfBricksHeight(): number;
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set numberOfBricksHeight(value: number);
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get numberOfBricksWidth(): number;
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set numberOfBricksWidth(value: number);
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get jointColor(): Color3;
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set jointColor(value: Color3);
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get brickColor(): Color3;
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set brickColor(value: Color3);
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/**
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* Serializes this brick procedural texture
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* @returns a serialized brick procedural texture object
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*/
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serialize(): any;
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/**
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* Creates a Brick Procedural Texture from parsed brick procedural texture data
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* @param parsedTexture defines parsed texture data
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* @param scene defines the current scene
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* @param rootUrl defines the root URL containing brick procedural texture information
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* @returns a parsed Brick Procedural Texture
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*/
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture;
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}
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/** @hidden */
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export declare
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name: string;
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shader: string;
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};
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/** @hidden */
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export declare const brickProceduralTexturePixelShader: {
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name: string;
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shader: string;
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};
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var
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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 = "brickProceduralTexturePixelShader";
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var shader = "precision highp float;varying vec2 vPosition;varying vec2 vUV;uniform float numberOfBricksHeight;uniform float numberOfBricksWidth;uniform vec3 brickColor;uniform vec3 jointColor;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,amplitude=1.0;for (int i=0; i<4; i++) {total+=noise(n)*amplitude;n+=n;amplitude*=0.5;}\nreturn total;}\nfloat roundF(float number){return sign(number)*floor(abs(number)+0.5);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float brickW=1.0/numberOfBricksWidth;float brickH=1.0/numberOfBricksHeight;float jointWPercentage=0.01;float jointHPercentage=0.05;vec3 color=brickColor;float yi=vUV.y/brickH;float nyi=roundF(yi);float xi=vUV.x/brickW;if (mod(floor(yi),2.0)==0.0){xi=xi-0.5;}\nfloat nxi=roundF(xi);vec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/ brickW);if (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){color=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){color=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);}\nelse {float brickColorSwitch=mod(floor(yi)+floor(xi),3.0);if (brickColorSwitch==0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);else if (brickColorSwitch==2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);}\ngl_FragColor=vec4(color,1.0);}";
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var brickProceduralTexturePixelShader = { name: name, shader: shader };
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//# sourceMappingURL=brickProceduralTexture.fragment.js.map
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{"version":3,"file":"brickProceduralTexture.fragment.js","sourceRoot":"","sources":["
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{"version":3,"file":"brickProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/brick/brickProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,IAAM,MAAM,GAAG,miDAagB,CAAC;AAChC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,iCAAiC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"brickProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vPosition;varying vec2 vUV;uniform float numberOfBricksHeight;uniform float numberOfBricksWidth;uniform vec3 brickColor;uniform vec3 jointColor;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,amplitude=1.0;for (int i=0; i<4; i++) {total+=noise(n)*amplitude;n+=n;amplitude*=0.5;}\nreturn total;}\nfloat roundF(float number){return sign(number)*floor(abs(number)+0.5);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float brickW=1.0/numberOfBricksWidth;float brickH=1.0/numberOfBricksHeight;float jointWPercentage=0.01;float jointHPercentage=0.05;vec3 color=brickColor;float yi=vUV.y/brickH;float nyi=roundF(yi);float xi=vUV.x/brickW;if (mod(floor(yi),2.0)==0.0){xi=xi-0.5;}\nfloat nxi=roundF(xi);vec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/ brickW);if (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){color=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){color=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);}\nelse {float brickColorSwitch=mod(floor(yi)+floor(xi),3.0);if (brickColorSwitch==0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);else if (brickColorSwitch==2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);}\ngl_FragColor=vec4(color,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const brickProceduralTexturePixelShader = { name, shader };\n"]}
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import { __decorate, __extends } from "tslib";
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import { serialize, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
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import { RegisterClass } from
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import "./brickProceduralTexture.fragment
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var BrickProceduralTexture = /** @class */ (function (_super) {
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__extends(BrickProceduralTexture, _super);
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function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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if (scene === void 0) { scene = null; }
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var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
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_this._numberOfBricksHeight = 15;
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_this._numberOfBricksWidth = 5;
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_this._jointColor = new Color3(0.72, 0.72, 0.72);
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_this._brickColor = new Color3(0.77, 0.47, 0.
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_this.updateShaderUniforms();
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return _this;
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}
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BrickProceduralTexture.prototype.updateShaderUniforms = function () {
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this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
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this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
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this.setColor3("brickColor", this._brickColor);
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this.setColor3("jointColor", this._jointColor);
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};
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Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
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get: function () {
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return this._numberOfBricksHeight;
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},
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set: function (value) {
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this._numberOfBricksHeight = value;
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this.updateShaderUniforms();
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},
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enumerable: false,
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configurable: true
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});
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Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
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get: function () {
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return this._numberOfBricksWidth;
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},
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set: function (value) {
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this._numberOfBricksWidth = value;
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this.updateShaderUniforms();
|
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-
},
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|
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-
enumerable: false,
|
|
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-
configurable: true
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-
});
|
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-
Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
|
|
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-
get: function () {
|
|
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-
return this._jointColor;
|
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-
},
|
|
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-
set: function (value) {
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this._jointColor = value;
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this.updateShaderUniforms();
|
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},
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enumerable: false,
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configurable: true
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});
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Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
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|
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get: function () {
|
|
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return this._brickColor;
|
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},
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|
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-
set: function (value) {
|
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-
this._brickColor = value;
|
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-
this.updateShaderUniforms();
|
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},
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-
enumerable: false,
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configurable: true
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});
|
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/**
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* Serializes this brick procedural texture
|
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-
* @returns a serialized brick procedural texture object
|
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|
-
*/
|
|
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|
-
BrickProceduralTexture.prototype.serialize = function () {
|
|
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|
-
var serializationObject = SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
|
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|
-
serializationObject.customType = "BABYLON.BrickProceduralTexture";
|
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return serializationObject;
|
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|
-
};
|
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/**
|
|
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* Creates a Brick Procedural Texture from parsed brick procedural texture data
|
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|
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* @param parsedTexture defines parsed texture data
|
|
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|
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* @param scene defines the current scene
|
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|
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* @param rootUrl defines the root URL containing brick procedural texture information
|
|
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|
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* @returns a parsed Brick Procedural Texture
|
|
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|
-
*/
|
|
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|
-
BrickProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
|
|
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|
-
var texture = SerializationHelper.Parse(function () { return new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
|
|
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|
-
return texture;
|
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-
};
|
|
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|
-
__decorate([
|
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|
-
serialize()
|
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-
], BrickProceduralTexture.prototype, "numberOfBricksHeight", null);
|
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__decorate([
|
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-
serialize()
|
|
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|
-
], BrickProceduralTexture.prototype, "numberOfBricksWidth", null);
|
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|
-
__decorate([
|
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-
serializeAsColor3()
|
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|
-
], BrickProceduralTexture.prototype, "jointColor", null);
|
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__decorate([
|
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-
serializeAsColor3()
|
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|
-
], BrickProceduralTexture.prototype, "brickColor", null);
|
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|
-
return BrickProceduralTexture;
|
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|
-
}(ProceduralTexture));
|
|
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|
-
export { BrickProceduralTexture };
|
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|
-
RegisterClass("BABYLON.BrickProceduralTexture", BrickProceduralTexture);
|
|
1
|
+
import { __decorate, __extends } from "tslib";
|
|
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|
+
import { serialize, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
|
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|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
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4
|
+
import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
|
|
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|
+
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
|
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|
+
import "./brickProceduralTexture.fragment";
|
|
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|
+
var BrickProceduralTexture = /** @class */ (function (_super) {
|
|
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|
+
__extends(BrickProceduralTexture, _super);
|
|
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|
+
function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
|
|
10
|
+
if (scene === void 0) { scene = null; }
|
|
11
|
+
var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
|
|
12
|
+
_this._numberOfBricksHeight = 15;
|
|
13
|
+
_this._numberOfBricksWidth = 5;
|
|
14
|
+
_this._jointColor = new Color3(0.72, 0.72, 0.72);
|
|
15
|
+
_this._brickColor = new Color3(0.77, 0.47, 0.4);
|
|
16
|
+
_this.updateShaderUniforms();
|
|
17
|
+
return _this;
|
|
18
|
+
}
|
|
19
|
+
BrickProceduralTexture.prototype.updateShaderUniforms = function () {
|
|
20
|
+
this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
|
|
21
|
+
this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
|
|
22
|
+
this.setColor3("brickColor", this._brickColor);
|
|
23
|
+
this.setColor3("jointColor", this._jointColor);
|
|
24
|
+
};
|
|
25
|
+
Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
|
|
26
|
+
get: function () {
|
|
27
|
+
return this._numberOfBricksHeight;
|
|
28
|
+
},
|
|
29
|
+
set: function (value) {
|
|
30
|
+
this._numberOfBricksHeight = value;
|
|
31
|
+
this.updateShaderUniforms();
|
|
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|
+
},
|
|
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|
+
enumerable: false,
|
|
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|
+
configurable: true
|
|
35
|
+
});
|
|
36
|
+
Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
|
|
37
|
+
get: function () {
|
|
38
|
+
return this._numberOfBricksWidth;
|
|
39
|
+
},
|
|
40
|
+
set: function (value) {
|
|
41
|
+
this._numberOfBricksWidth = value;
|
|
42
|
+
this.updateShaderUniforms();
|
|
43
|
+
},
|
|
44
|
+
enumerable: false,
|
|
45
|
+
configurable: true
|
|
46
|
+
});
|
|
47
|
+
Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
|
|
48
|
+
get: function () {
|
|
49
|
+
return this._jointColor;
|
|
50
|
+
},
|
|
51
|
+
set: function (value) {
|
|
52
|
+
this._jointColor = value;
|
|
53
|
+
this.updateShaderUniforms();
|
|
54
|
+
},
|
|
55
|
+
enumerable: false,
|
|
56
|
+
configurable: true
|
|
57
|
+
});
|
|
58
|
+
Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
|
|
59
|
+
get: function () {
|
|
60
|
+
return this._brickColor;
|
|
61
|
+
},
|
|
62
|
+
set: function (value) {
|
|
63
|
+
this._brickColor = value;
|
|
64
|
+
this.updateShaderUniforms();
|
|
65
|
+
},
|
|
66
|
+
enumerable: false,
|
|
67
|
+
configurable: true
|
|
68
|
+
});
|
|
69
|
+
/**
|
|
70
|
+
* Serializes this brick procedural texture
|
|
71
|
+
* @returns a serialized brick procedural texture object
|
|
72
|
+
*/
|
|
73
|
+
BrickProceduralTexture.prototype.serialize = function () {
|
|
74
|
+
var serializationObject = SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
|
|
75
|
+
serializationObject.customType = "BABYLON.BrickProceduralTexture";
|
|
76
|
+
return serializationObject;
|
|
77
|
+
};
|
|
78
|
+
/**
|
|
79
|
+
* Creates a Brick Procedural Texture from parsed brick procedural texture data
|
|
80
|
+
* @param parsedTexture defines parsed texture data
|
|
81
|
+
* @param scene defines the current scene
|
|
82
|
+
* @param rootUrl defines the root URL containing brick procedural texture information
|
|
83
|
+
* @returns a parsed Brick Procedural Texture
|
|
84
|
+
*/
|
|
85
|
+
BrickProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
|
|
86
|
+
var texture = SerializationHelper.Parse(function () { return new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
|
|
87
|
+
return texture;
|
|
88
|
+
};
|
|
89
|
+
__decorate([
|
|
90
|
+
serialize()
|
|
91
|
+
], BrickProceduralTexture.prototype, "numberOfBricksHeight", null);
|
|
92
|
+
__decorate([
|
|
93
|
+
serialize()
|
|
94
|
+
], BrickProceduralTexture.prototype, "numberOfBricksWidth", null);
|
|
95
|
+
__decorate([
|
|
96
|
+
serializeAsColor3()
|
|
97
|
+
], BrickProceduralTexture.prototype, "jointColor", null);
|
|
98
|
+
__decorate([
|
|
99
|
+
serializeAsColor3()
|
|
100
|
+
], BrickProceduralTexture.prototype, "brickColor", null);
|
|
101
|
+
return BrickProceduralTexture;
|
|
102
|
+
}(ProceduralTexture));
|
|
103
|
+
export { BrickProceduralTexture };
|
|
104
|
+
RegisterClass("BABYLON.BrickProceduralTexture", BrickProceduralTexture);
|
|
105
105
|
//# sourceMappingURL=brickProceduralTexture.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"brickProceduralTexture.js","sourceRoot":"","sources":["
|
|
1
|
+
{"version":3,"file":"brickProceduralTexture.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/brick/brickProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,2CAA6B;AACzF,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C,OAAO,EAAE,iBAAiB,EAAE,4EAA8D;AAE1F,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAGpD,OAAO,mCAAmC,CAAC;AAE3C;IAA4C,0CAAiB;IAMzD,gCAAY,IAAY,EAAE,IAAY,EAAE,KAA6B,EAAE,eAAyB,EAAE,eAAyB;QAAnF,sBAAA,EAAA,YAA6B;QAArE,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,wBAAwB,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,SAEvF;QARO,2BAAqB,GAAW,EAAE,CAAC;QACnC,0BAAoB,GAAW,CAAC,CAAC;QACjC,iBAAW,GAAG,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAC3C,iBAAW,GAAG,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;QAI9C,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,qDAAoB,GAA3B;QACI,IAAI,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAClE,IAAI,CAAC,QAAQ,CAAC,qBAAqB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAChE,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAC/C,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;IACnD,CAAC;IAGD,sBAAW,wDAAoB;aAA/B;YACI,OAAO,IAAI,CAAC,qBAAqB,CAAC;QACtC,CAAC;aAED,UAAgC,KAAa;YACzC,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC;YACnC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,uDAAmB;aAA9B;YACI,OAAO,IAAI,CAAC,oBAAoB,CAAC;QACrC,CAAC;aAED,UAA+B,KAAa;YACxC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;YAClC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,8CAAU;aAArB;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAa;YAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,8CAAU;aAArB;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAa;YAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,0CAAS,GAAhB;QACI,IAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACnF,mBAAmB,CAAC,UAAU,GAAG,gCAAgC,CAAC;QAElE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,4BAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAM,OAAO,GAAG,mBAAmB,CAAC,KAAK,CACrC,cAAM,OAAA,IAAI,sBAAsB,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAArH,CAAqH,EAC3H,aAAa,EACb,KAAK,EACL,OAAO,CACV,CAAC;QAEF,OAAO,OAAO,CAAC;IACnB,CAAC;IAlED;QADC,SAAS,EAAE;sEAGX;IAQD;QADC,SAAS,EAAE;qEAGX;IAQD;QADC,iBAAiB,EAAE;4DAGnB;IAQD;QADC,iBAAiB,EAAE;4DAGnB;IAmCL,6BAAC;CAAA,AAtFD,CAA4C,iBAAiB,GAsF5D;SAtFY,sBAAsB;AAwFnC,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport \"./brickProceduralTexture.fragment\";\r\n\r\nexport class BrickProceduralTexture extends ProceduralTexture {\r\n private _numberOfBricksHeight: number = 15;\r\n private _numberOfBricksWidth: number = 5;\r\n private _jointColor = new Color3(0.72, 0.72, 0.72);\r\n private _brickColor = new Color3(0.77, 0.47, 0.4);\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"brickProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"numberOfBricksHeight\", this._numberOfBricksHeight);\r\n this.setFloat(\"numberOfBricksWidth\", this._numberOfBricksWidth);\r\n this.setColor3(\"brickColor\", this._brickColor);\r\n this.setColor3(\"jointColor\", this._jointColor);\r\n }\r\n\r\n @serialize()\r\n public get numberOfBricksHeight(): number {\r\n return this._numberOfBricksHeight;\r\n }\r\n\r\n public set numberOfBricksHeight(value: number) {\r\n this._numberOfBricksHeight = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get numberOfBricksWidth(): number {\r\n return this._numberOfBricksWidth;\r\n }\r\n\r\n public set numberOfBricksWidth(value: number) {\r\n this._numberOfBricksWidth = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get jointColor(): Color3 {\r\n return this._jointColor;\r\n }\r\n\r\n public set jointColor(value: Color3) {\r\n this._jointColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get brickColor(): Color3 {\r\n return this._brickColor;\r\n }\r\n\r\n public set brickColor(value: Color3) {\r\n this._brickColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this brick procedural texture\r\n * @returns a serialized brick procedural texture object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.BrickProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Brick Procedural Texture from parsed brick 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 brick procedural texture information\r\n * @returns a parsed Brick Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps),\r\n parsedTexture,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BrickProceduralTexture\", BrickProceduralTexture);\r\n"]}
|
package/brick/index.d.ts
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
export * from "./brickProceduralTexture";
|
|
1
|
+
export * from "./brickProceduralTexture";
|
package/brick/index.js
CHANGED
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
export * from "./brickProceduralTexture
|
|
1
|
+
export * from "./brickProceduralTexture";
|
|
2
2
|
//# sourceMappingURL=index.js.map
|
package/brick/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/brick/index.ts"],"names":[],"mappings":"AAAA,cAAc,0BAA0B,CAAC","sourcesContent":["export * from \"./brickProceduralTexture\";\r\n"]}
|
|
@@ -1,35 +1,35 @@
|
|
|
1
|
-
import { Color4 } from "@babylonjs/core/Maths/math.color";
|
|
2
|
-
import { Texture } from "@babylonjs/core/Materials/Textures/texture";
|
|
3
|
-
import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture";
|
|
4
|
-
import { Scene } from "@babylonjs/core/scene";
|
|
5
|
-
import { Nullable } from "@babylonjs/core/types";
|
|
6
|
-
import "./cloudProceduralTexture.fragment";
|
|
7
|
-
export declare class CloudProceduralTexture extends ProceduralTexture {
|
|
8
|
-
private _skyColor;
|
|
9
|
-
private _cloudColor;
|
|
10
|
-
private _amplitude;
|
|
11
|
-
private _numOctaves;
|
|
12
|
-
constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
13
|
-
updateShaderUniforms(): void;
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14
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get skyColor(): Color4;
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15
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set skyColor(value: Color4);
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16
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get cloudColor(): Color4;
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17
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set cloudColor(value: Color4);
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18
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get amplitude(): number;
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19
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set amplitude(value: number);
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20
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get numOctaves(): number;
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21
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set numOctaves(value: number);
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22
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/**
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23
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* Serializes this cloud procedural texture
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24
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* @returns a serialized cloud procedural texture object
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25
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-
*/
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26
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serialize(): any;
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27
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/**
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28
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* Creates a Cloud Procedural Texture from parsed cloud procedural texture data
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29
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* @param parsedTexture defines parsed texture data
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* @param scene defines the current scene
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31
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* @param rootUrl defines the root URL containing cloud procedural texture information
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32
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* @returns a parsed Cloud Procedural Texture
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33
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*/
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34
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-
static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture;
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35
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-
}
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1
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+
import { Color4 } from "@babylonjs/core/Maths/math.color.js";
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2
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+
import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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3
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+
import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
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4
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+
import type { Scene } from "@babylonjs/core/scene.js";
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5
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+
import type { Nullable } from "@babylonjs/core/types.js";
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6
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+
import "./cloudProceduralTexture.fragment";
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7
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+
export declare class CloudProceduralTexture extends ProceduralTexture {
|
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8
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+
private _skyColor;
|
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9
|
+
private _cloudColor;
|
|
10
|
+
private _amplitude;
|
|
11
|
+
private _numOctaves;
|
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12
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+
constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
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13
|
+
updateShaderUniforms(): void;
|
|
14
|
+
get skyColor(): Color4;
|
|
15
|
+
set skyColor(value: Color4);
|
|
16
|
+
get cloudColor(): Color4;
|
|
17
|
+
set cloudColor(value: Color4);
|
|
18
|
+
get amplitude(): number;
|
|
19
|
+
set amplitude(value: number);
|
|
20
|
+
get numOctaves(): number;
|
|
21
|
+
set numOctaves(value: number);
|
|
22
|
+
/**
|
|
23
|
+
* Serializes this cloud procedural texture
|
|
24
|
+
* @returns a serialized cloud procedural texture object
|
|
25
|
+
*/
|
|
26
|
+
serialize(): any;
|
|
27
|
+
/**
|
|
28
|
+
* Creates a Cloud Procedural Texture from parsed cloud procedural texture data
|
|
29
|
+
* @param parsedTexture defines parsed texture data
|
|
30
|
+
* @param scene defines the current scene
|
|
31
|
+
* @param rootUrl defines the root URL containing cloud procedural texture information
|
|
32
|
+
* @returns a parsed Cloud Procedural Texture
|
|
33
|
+
*/
|
|
34
|
+
static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture;
|
|
35
|
+
}
|
|
@@ -1,5 +1,5 @@
|
|
|
1
|
-
/** @hidden */
|
|
2
|
-
export declare
|
|
3
|
-
name: string;
|
|
4
|
-
shader: string;
|
|
5
|
-
};
|
|
1
|
+
/** @hidden */
|
|
2
|
+
export declare const cloudProceduralTexturePixelShader: {
|
|
3
|
+
name: string;
|
|
4
|
+
shader: string;
|
|
5
|
+
};
|
|
@@ -1,7 +1,9 @@
|
|
|
1
|
-
|
|
2
|
-
|
|
3
|
-
var
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
+
var name = "cloudProceduralTexturePixelShader";
|
|
4
|
+
var shader = "precision highp float;varying vec2 vUV;uniform vec4 skyColor;uniform vec4 cloudColor;uniform float amplitude;uniform int numOctaves;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,ampl=amplitude;\n#ifdef WEBGL2\nfor (int i=0; i<numOctaves; i++) {\n#else\nfor (int i=0; i<4; i++) {\n#endif\ntotal+=noise(n)*ampl;n+=n;ampl*=0.5;}\nreturn total;}\nvoid main() {vec2 p=vUV*12.0;vec4 c=mix(skyColor,cloudColor,fbm(p));gl_FragColor=c;}\n";
|
|
5
|
+
// Sideeffect
|
|
6
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
7
|
+
/** @hidden */
|
|
8
|
+
export var cloudProceduralTexturePixelShader = { name: name, shader: shader };
|
|
7
9
|
//# sourceMappingURL=cloudProceduralTexture.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"cloudProceduralTexture.fragment.js","sourceRoot":"","sources":["
|
|
1
|
+
{"version":3,"file":"cloudProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/cloud/cloudProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,IAAM,MAAM,GAAG,orBAWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,iCAAiC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"cloudProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform vec4 skyColor;uniform vec4 cloudColor;uniform float amplitude;uniform int numOctaves;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,ampl=amplitude;\n#ifdef WEBGL2\nfor (int i=0; i<numOctaves; i++) {\n#else\nfor (int i=0; i<4; i++) {\n#endif\ntotal+=noise(n)*ampl;n+=n;ampl*=0.5;}\nreturn total;}\nvoid main() {vec2 p=vUV*12.0;vec4 c=mix(skyColor,cloudColor,fbm(p));gl_FragColor=c;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const cloudProceduralTexturePixelShader = { name, shader };\n"]}
|