@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.
Files changed (128) hide show
  1. package/brick/brickProceduralTexture.d.ts +35 -35
  2. package/brick/brickProceduralTexture.fragment.d.ts +5 -5
  3. package/brick/brickProceduralTexture.fragment.js +8 -6
  4. package/brick/brickProceduralTexture.fragment.js.map +1 -1
  5. package/brick/brickProceduralTexture.js +104 -104
  6. package/brick/brickProceduralTexture.js.map +1 -1
  7. package/brick/index.d.ts +1 -1
  8. package/brick/index.js +1 -1
  9. package/brick/index.js.map +1 -1
  10. package/cloud/cloudProceduralTexture.d.ts +35 -35
  11. package/cloud/cloudProceduralTexture.fragment.d.ts +5 -5
  12. package/cloud/cloudProceduralTexture.fragment.js +8 -6
  13. package/cloud/cloudProceduralTexture.fragment.js.map +1 -1
  14. package/cloud/cloudProceduralTexture.js +104 -104
  15. package/cloud/cloudProceduralTexture.js.map +1 -1
  16. package/cloud/index.d.ts +1 -1
  17. package/cloud/index.js +1 -1
  18. package/cloud/index.js.map +1 -1
  19. package/fire/fireProceduralTexture.d.ts +44 -44
  20. package/fire/fireProceduralTexture.fragment.d.ts +5 -5
  21. package/fire/fireProceduralTexture.fragment.js +8 -6
  22. package/fire/fireProceduralTexture.fragment.js.map +1 -1
  23. package/fire/fireProceduralTexture.js +166 -194
  24. package/fire/fireProceduralTexture.js.map +1 -1
  25. package/fire/index.d.ts +1 -1
  26. package/fire/index.js +1 -1
  27. package/fire/index.js.map +1 -1
  28. package/grass/grassProceduralTexture.d.ts +29 -29
  29. package/grass/grassProceduralTexture.fragment.d.ts +5 -5
  30. package/grass/grassProceduralTexture.fragment.js +8 -6
  31. package/grass/grassProceduralTexture.fragment.js.map +1 -1
  32. package/grass/grassProceduralTexture.js +80 -84
  33. package/grass/grassProceduralTexture.js.map +1 -1
  34. package/grass/index.d.ts +1 -1
  35. package/grass/index.js +1 -1
  36. package/grass/index.js.map +1 -1
  37. package/index.d.ts +10 -10
  38. package/index.js +11 -10
  39. package/index.js.map +1 -1
  40. package/legacy/legacy-brick.d.ts +1 -1
  41. package/legacy/legacy-brick.js +13 -12
  42. package/legacy/legacy-brick.js.map +1 -1
  43. package/legacy/legacy-cloud.d.ts +1 -1
  44. package/legacy/legacy-cloud.js +13 -12
  45. package/legacy/legacy-cloud.js.map +1 -1
  46. package/legacy/legacy-fire.d.ts +1 -1
  47. package/legacy/legacy-fire.js +13 -12
  48. package/legacy/legacy-fire.js.map +1 -1
  49. package/legacy/legacy-grass.d.ts +1 -1
  50. package/legacy/legacy-grass.js +13 -12
  51. package/legacy/legacy-grass.js.map +1 -1
  52. package/legacy/legacy-marble.d.ts +1 -1
  53. package/legacy/legacy-marble.js +13 -12
  54. package/legacy/legacy-marble.js.map +1 -1
  55. package/legacy/legacy-normalMap.d.ts +1 -1
  56. package/legacy/legacy-normalMap.js +13 -12
  57. package/legacy/legacy-normalMap.js.map +1 -1
  58. package/legacy/legacy-perlinNoise.d.ts +1 -1
  59. package/legacy/legacy-perlinNoise.js +13 -12
  60. package/legacy/legacy-perlinNoise.js.map +1 -1
  61. package/legacy/legacy-road.d.ts +1 -1
  62. package/legacy/legacy-road.js +13 -12
  63. package/legacy/legacy-road.js.map +1 -1
  64. package/legacy/legacy-starfield.d.ts +1 -1
  65. package/legacy/legacy-starfield.js +13 -12
  66. package/legacy/legacy-starfield.js.map +1 -1
  67. package/legacy/legacy-wood.d.ts +1 -1
  68. package/legacy/legacy-wood.js +13 -12
  69. package/legacy/legacy-wood.js.map +1 -1
  70. package/legacy/legacy.d.ts +1 -1
  71. package/legacy/legacy.js +16 -15
  72. package/legacy/legacy.js.map +1 -1
  73. package/marble/index.d.ts +1 -1
  74. package/marble/index.js +1 -1
  75. package/marble/index.js.map +1 -1
  76. package/marble/marbleProceduralTexture.d.ts +35 -35
  77. package/marble/marbleProceduralTexture.fragment.d.ts +5 -5
  78. package/marble/marbleProceduralTexture.fragment.js +8 -6
  79. package/marble/marbleProceduralTexture.fragment.js.map +1 -1
  80. package/marble/marbleProceduralTexture.js +104 -104
  81. package/marble/marbleProceduralTexture.js.map +1 -1
  82. package/normalMap/index.d.ts +1 -1
  83. package/normalMap/index.js +1 -1
  84. package/normalMap/index.js.map +1 -1
  85. package/normalMap/normalMapProceduralTexture.d.ts +28 -28
  86. package/normalMap/normalMapProceduralTexture.fragment.d.ts +5 -5
  87. package/normalMap/normalMapProceduralTexture.fragment.js +8 -6
  88. package/normalMap/normalMapProceduralTexture.fragment.js.map +1 -1
  89. package/normalMap/normalMapProceduralTexture.js +69 -69
  90. package/normalMap/normalMapProceduralTexture.js.map +1 -1
  91. package/package.json +22 -152
  92. package/perlinNoise/index.d.ts +1 -1
  93. package/perlinNoise/index.js +1 -1
  94. package/perlinNoise/index.js.map +1 -1
  95. package/perlinNoise/perlinNoiseProceduralTexture.d.ts +28 -28
  96. package/perlinNoise/perlinNoiseProceduralTexture.fragment.d.ts +5 -5
  97. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js +8 -6
  98. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js.map +1 -1
  99. package/perlinNoise/perlinNoiseProceduralTexture.js +69 -69
  100. package/perlinNoise/perlinNoiseProceduralTexture.js.map +1 -1
  101. package/readme.md +2 -2
  102. package/road/index.d.ts +1 -1
  103. package/road/index.js +1 -1
  104. package/road/index.js.map +1 -1
  105. package/road/roadProceduralTexture.d.ts +26 -26
  106. package/road/roadProceduralTexture.fragment.d.ts +5 -5
  107. package/road/roadProceduralTexture.fragment.js +8 -6
  108. package/road/roadProceduralTexture.fragment.js.map +1 -1
  109. package/road/roadProceduralTexture.js +56 -56
  110. package/road/roadProceduralTexture.js.map +1 -1
  111. package/starfield/index.d.ts +1 -1
  112. package/starfield/index.js +1 -1
  113. package/starfield/index.js.map +1 -1
  114. package/starfield/starfieldProceduralTexture.d.ts +55 -55
  115. package/starfield/starfieldProceduralTexture.fragment.d.ts +5 -5
  116. package/starfield/starfieldProceduralTexture.fragment.js +8 -6
  117. package/starfield/starfieldProceduralTexture.fragment.js.map +1 -1
  118. package/starfield/starfieldProceduralTexture.js +215 -215
  119. package/starfield/starfieldProceduralTexture.js.map +1 -1
  120. package/wood/index.d.ts +1 -1
  121. package/wood/index.js +1 -1
  122. package/wood/index.js.map +1 -1
  123. package/wood/woodProceduralTexture.d.ts +29 -29
  124. package/wood/woodProceduralTexture.fragment.d.ts +5 -5
  125. package/wood/woodProceduralTexture.fragment.js +8 -6
  126. package/wood/woodProceduralTexture.fragment.js.map +1 -1
  127. package/wood/woodProceduralTexture.js +72 -72
  128. package/wood/woodProceduralTexture.js.map +1 -1
@@ -1,28 +1,28 @@
1
- import { Texture } from "@babylonjs/core/Materials/Textures/texture";
2
- import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture";
3
- import { Scene } from "@babylonjs/core/scene";
4
- import { Nullable } from "@babylonjs/core/types";
5
- import "./normalMapProceduralTexture.fragment";
6
- export declare class NormalMapProceduralTexture extends ProceduralTexture {
7
- private _baseTexture;
8
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
9
- updateShaderUniforms(): void;
10
- render(useCameraPostProcess?: boolean): void;
11
- resize(size: any, generateMipMaps: any): void;
12
- isReady(): boolean;
13
- get baseTexture(): Texture;
14
- set baseTexture(texture: Texture);
15
- /**
16
- * Serializes this normal map procedural texture
17
- * @returns a serialized normal map procedural texture object
18
- */
19
- serialize(): any;
20
- /**
21
- * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data
22
- * @param parsedTexture defines parsed texture data
23
- * @param scene defines the current scene
24
- * @param rootUrl defines the root URL containing normal map procedural texture information
25
- * @returns a parsed Normal Map Procedural Texture
26
- */
27
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture;
28
- }
1
+ import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
2
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
3
+ import type { Scene } from "@babylonjs/core/scene.js";
4
+ import type { Nullable } from "@babylonjs/core/types.js";
5
+ import "./normalMapProceduralTexture.fragment";
6
+ export declare class NormalMapProceduralTexture extends ProceduralTexture {
7
+ private _baseTexture;
8
+ constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
9
+ updateShaderUniforms(): void;
10
+ render(useCameraPostProcess?: boolean): void;
11
+ resize(size: any, generateMipMaps: any): void;
12
+ isReady(): boolean;
13
+ get baseTexture(): Texture;
14
+ set baseTexture(texture: Texture);
15
+ /**
16
+ * Serializes this normal map procedural texture
17
+ * @returns a serialized normal map procedural texture object
18
+ */
19
+ serialize(): any;
20
+ /**
21
+ * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data
22
+ * @param parsedTexture defines parsed texture data
23
+ * @param scene defines the current scene
24
+ * @param rootUrl defines the root URL containing normal map procedural texture information
25
+ * @returns a parsed Normal Map Procedural Texture
26
+ */
27
+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture;
28
+ }
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare var normalMapProceduralTexturePixelShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const normalMapProceduralTexturePixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,7 +1,9 @@
1
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
- var name = 'normalMapProceduralTexturePixelShader';
3
- var shader = "precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n";
4
- ShaderStore.ShadersStore[name] = shader;
5
- /** @hidden */
6
- export var normalMapProceduralTexturePixelShader = { name: name, shader: shader };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "normalMapProceduralTexturePixelShader";
4
+ var shader = "precision highp float;uniform sampler2D baseSampler;uniform float size;varying vec2 vUV;const vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);float lumaAtCoord(vec2 coord)\n{vec3 pixel=texture2D(baseSampler,coord).rgb;float luma=dot(pixel,LUMA_COEFFICIENT);return luma;}\nvoid main()\n{float lumaU0=lumaAtCoord(vUV+vec2(-1.0, 0.0)/size);float lumaU1=lumaAtCoord(vUV+vec2( 1.0, 0.0)/size);float lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);float lumaV1=lumaAtCoord(vUV+vec2( 0.0, 1.0)/size);vec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;gl_FragColor=vec4(slope,1.0,1.0);}\n";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var normalMapProceduralTexturePixelShader = { name: name, shader: shader };
7
9
  //# sourceMappingURL=normalMapProceduralTexture.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"normalMapProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/normalMap/normalMapProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,uCAAuC,CAAC;AACnD,IAAI,MAAM,GAAG,2mBAuBZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,qCAAqC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'normalMapProceduralTexturePixelShader';\nlet shader = `precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var normalMapProceduralTexturePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"normalMapProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/normalMap/normalMapProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,IAAM,MAAM,GAAG,wkBAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,qCAAqC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"normalMapProceduralTexturePixelShader\";\nconst shader = `precision highp float;uniform sampler2D baseSampler;uniform float size;varying vec2 vUV;const vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);float lumaAtCoord(vec2 coord)\n{vec3 pixel=texture2D(baseSampler,coord).rgb;float luma=dot(pixel,LUMA_COEFFICIENT);return luma;}\nvoid main()\n{float lumaU0=lumaAtCoord(vUV+vec2(-1.0, 0.0)/size);float lumaU1=lumaAtCoord(vUV+vec2( 1.0, 0.0)/size);float lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);float lumaV1=lumaAtCoord(vUV+vec2( 0.0, 1.0)/size);vec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;gl_FragColor=vec4(slope,1.0,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const normalMapProceduralTexturePixelShader = { name, shader };\n"]}
@@ -1,70 +1,70 @@
1
- import { __decorate, __extends } from "tslib";
2
- import { serializeAsTexture, 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';
5
- import "./normalMapProceduralTexture.fragment.js";
6
- var NormalMapProceduralTexture = /** @class */ (function (_super) {
7
- __extends(NormalMapProceduralTexture, _super);
8
- function NormalMapProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
9
- if (scene === void 0) { scene = null; }
10
- var _this = _super.call(this, name, size, "normalMapProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
11
- _this.updateShaderUniforms();
12
- return _this;
13
- }
14
- NormalMapProceduralTexture.prototype.updateShaderUniforms = function () {
15
- this.setTexture("baseSampler", this._baseTexture);
16
- this.setFloat("size", this.getRenderSize());
17
- };
18
- NormalMapProceduralTexture.prototype.render = function (useCameraPostProcess) {
19
- _super.prototype.render.call(this, useCameraPostProcess);
20
- };
21
- NormalMapProceduralTexture.prototype.resize = function (size, generateMipMaps) {
22
- _super.prototype.resize.call(this, size, generateMipMaps);
23
- // We need to update the "size" uniform
24
- this.updateShaderUniforms();
25
- };
26
- NormalMapProceduralTexture.prototype.isReady = function () {
27
- if (!this._baseTexture || !this._baseTexture.isReady()) {
28
- return false;
29
- }
30
- return _super.prototype.isReady.call(this);
31
- };
32
- Object.defineProperty(NormalMapProceduralTexture.prototype, "baseTexture", {
33
- get: function () {
34
- return this._baseTexture;
35
- },
36
- set: function (texture) {
37
- this._baseTexture = texture;
38
- this.updateShaderUniforms();
39
- },
40
- enumerable: false,
41
- configurable: true
42
- });
43
- /**
44
- * Serializes this normal map procedural texture
45
- * @returns a serialized normal map procedural texture object
46
- */
47
- NormalMapProceduralTexture.prototype.serialize = function () {
48
- var serializationObject = SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
49
- serializationObject.customType = "BABYLON.NormalMapProceduralTexture";
50
- return serializationObject;
51
- };
52
- /**
53
- * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data
54
- * @param parsedTexture defines parsed texture data
55
- * @param scene defines the current scene
56
- * @param rootUrl defines the root URL containing normal map procedural texture information
57
- * @returns a parsed Normal Map Procedural Texture
58
- */
59
- NormalMapProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
60
- var texture = SerializationHelper.Parse(function () { return new NormalMapProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
61
- return texture;
62
- };
63
- __decorate([
64
- serializeAsTexture()
65
- ], NormalMapProceduralTexture.prototype, "baseTexture", null);
66
- return NormalMapProceduralTexture;
67
- }(ProceduralTexture));
68
- export { NormalMapProceduralTexture };
69
- RegisterClass("BABYLON.NormalMapProceduralTexture", NormalMapProceduralTexture);
1
+ import { __decorate, __extends } from "tslib";
2
+ import { serializeAsTexture, 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";
5
+ import "./normalMapProceduralTexture.fragment";
6
+ var NormalMapProceduralTexture = /** @class */ (function (_super) {
7
+ __extends(NormalMapProceduralTexture, _super);
8
+ function NormalMapProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
9
+ if (scene === void 0) { scene = null; }
10
+ var _this = _super.call(this, name, size, "normalMapProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
11
+ _this.updateShaderUniforms();
12
+ return _this;
13
+ }
14
+ NormalMapProceduralTexture.prototype.updateShaderUniforms = function () {
15
+ this.setTexture("baseSampler", this._baseTexture);
16
+ this.setFloat("size", this.getRenderSize());
17
+ };
18
+ NormalMapProceduralTexture.prototype.render = function (useCameraPostProcess) {
19
+ _super.prototype.render.call(this, useCameraPostProcess);
20
+ };
21
+ NormalMapProceduralTexture.prototype.resize = function (size, generateMipMaps) {
22
+ _super.prototype.resize.call(this, size, generateMipMaps);
23
+ // We need to update the "size" uniform
24
+ this.updateShaderUniforms();
25
+ };
26
+ NormalMapProceduralTexture.prototype.isReady = function () {
27
+ if (!this._baseTexture || !this._baseTexture.isReady()) {
28
+ return false;
29
+ }
30
+ return _super.prototype.isReady.call(this);
31
+ };
32
+ Object.defineProperty(NormalMapProceduralTexture.prototype, "baseTexture", {
33
+ get: function () {
34
+ return this._baseTexture;
35
+ },
36
+ set: function (texture) {
37
+ this._baseTexture = texture;
38
+ this.updateShaderUniforms();
39
+ },
40
+ enumerable: false,
41
+ configurable: true
42
+ });
43
+ /**
44
+ * Serializes this normal map procedural texture
45
+ * @returns a serialized normal map procedural texture object
46
+ */
47
+ NormalMapProceduralTexture.prototype.serialize = function () {
48
+ var serializationObject = SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
49
+ serializationObject.customType = "BABYLON.NormalMapProceduralTexture";
50
+ return serializationObject;
51
+ };
52
+ /**
53
+ * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data
54
+ * @param parsedTexture defines parsed texture data
55
+ * @param scene defines the current scene
56
+ * @param rootUrl defines the root URL containing normal map procedural texture information
57
+ * @returns a parsed Normal Map Procedural Texture
58
+ */
59
+ NormalMapProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
60
+ var texture = SerializationHelper.Parse(function () { return new NormalMapProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
61
+ return texture;
62
+ };
63
+ __decorate([
64
+ serializeAsTexture()
65
+ ], NormalMapProceduralTexture.prototype, "baseTexture", null);
66
+ return NormalMapProceduralTexture;
67
+ }(ProceduralTexture));
68
+ export { NormalMapProceduralTexture };
69
+ RegisterClass("BABYLON.NormalMapProceduralTexture", NormalMapProceduralTexture);
70
70
  //# sourceMappingURL=normalMapProceduralTexture.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"normalMapProceduralTexture.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/normalMap/normalMapProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAE1F,OAAO,EAAE,iBAAiB,EAAE,MAAM,kEAAkE,CAAC;AAErG,OAAO,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAE/D,OAAO,uCAAuC,CAAC;AAE/C;IAAgD,8CAAiB;IAG7D,oCAAY,IAAY,EAAE,IAAY,EAAE,KAA6B,EAAE,eAAyB,EAAE,eAAyB;QAAnF,sBAAA,EAAA,YAA6B;QAArE,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,4BAA4B,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,SAE3F;QADG,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,yDAAoB,GAA3B;QACI,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAClD,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,aAAa,EAAY,CAAC,CAAC;IAC1D,CAAC;IAEM,2CAAM,GAAb,UAAc,oBAA8B;QACxC,iBAAM,MAAM,YAAC,oBAAoB,CAAC,CAAC;IACvC,CAAC;IAEM,2CAAM,GAAb,UAAc,IAAS,EAAE,eAAoB;QACzC,iBAAM,MAAM,YAAC,IAAI,EAAE,eAAe,CAAC,CAAC;QAEpC,uCAAuC;QACvC,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAEM,4CAAO,GAAd;QACI,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,EAAE;YACpD,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,iBAAM,OAAO,WAAE,CAAC;IAC3B,CAAC;IAGD,sBAAW,mDAAW;aAAtB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;aAED,UAAuB,OAAgB;YACnC,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC;YAC5B,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,8CAAS,GAAhB;QACI,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACjF,mBAAmB,CAAC,UAAU,GAAG,oCAAoC,CAAC;QAEtE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,gCAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAI,OAAO,GAAG,mBAAmB,CAAC,KAAK,CAAC,cAAM,OAAA,IAAI,0BAA0B,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAAzH,CAAyH,EAAE,aAAa,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExM,OAAO,OAAO,CAAC;IACnB,CAAC;IA/BD;QADC,kBAAkB,EAAE;iEAGpB;IA8BL,iCAAC;CAAA,AAjED,CAAgD,iBAAiB,GAiEhE;SAjEY,0BAA0B;AAmEvC,aAAa,CAAC,oCAAoC,EAAE,0BAA0B,CAAC,CAAC","sourcesContent":["import { serializeAsTexture, 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';\nimport { Nullable } from \"@babylonjs/core/types\";\nimport \"./normalMapProceduralTexture.fragment\";\n\nexport class NormalMapProceduralTexture extends ProceduralTexture {\n private _baseTexture: Texture;\n\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"normalMapProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setTexture(\"baseSampler\", this._baseTexture);\n this.setFloat(\"size\", this.getRenderSize() as number);\n }\n\n public render(useCameraPostProcess?: boolean) {\n super.render(useCameraPostProcess);\n }\n\n public resize(size: any, generateMipMaps: any): void {\n super.resize(size, generateMipMaps);\n\n // We need to update the \"size\" uniform\n this.updateShaderUniforms();\n }\n\n public isReady(): boolean {\n if (!this._baseTexture || !this._baseTexture.isReady()) {\n return false;\n }\n\n return super.isReady();\n }\n\n @serializeAsTexture()\n public get baseTexture(): Texture {\n return this._baseTexture;\n }\n\n public set baseTexture(texture: Texture) {\n this._baseTexture = texture;\n this.updateShaderUniforms();\n }\n\n /**\n * Serializes this normal map procedural texture\n * @returns a serialized normal map procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.NormalMapProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Normal Map Procedural Texture from parsed normal map 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 normal map procedural texture information\n * @returns a parsed Normal Map Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture {\n var texture = SerializationHelper.Parse(() => new NormalMapProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\nRegisterClass(\"BABYLON.NormalMapProceduralTexture\", NormalMapProceduralTexture);"]}
1
+ {"version":3,"file":"normalMapProceduralTexture.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/normalMap/normalMapProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,2CAA6B;AAE/E,OAAO,EAAE,iBAAiB,EAAE,4EAA8D;AAE1F,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAEpD,OAAO,uCAAuC,CAAC;AAE/C;IAAgD,8CAAiB;IAG7D,oCAAY,IAAY,EAAE,IAAY,EAAE,KAA6B,EAAE,eAAyB,EAAE,eAAyB;QAAnF,sBAAA,EAAA,YAA6B;QAArE,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,4BAA4B,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,SAE3F;QADG,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,yDAAoB,GAA3B;QACI,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAClD,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,aAAa,EAAY,CAAC,CAAC;IAC1D,CAAC;IAEM,2CAAM,GAAb,UAAc,oBAA8B;QACxC,iBAAM,MAAM,YAAC,oBAAoB,CAAC,CAAC;IACvC,CAAC;IAEM,2CAAM,GAAb,UAAc,IAAS,EAAE,eAAoB;QACzC,iBAAM,MAAM,YAAC,IAAI,EAAE,eAAe,CAAC,CAAC;QAEpC,uCAAuC;QACvC,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAEM,4CAAO,GAAd;QACI,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,EAAE;YACpD,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,iBAAM,OAAO,WAAE,CAAC;IAC3B,CAAC;IAGD,sBAAW,mDAAW;aAAtB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;aAED,UAAuB,OAAgB;YACnC,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC;YAC5B,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,8CAAS,GAAhB;QACI,IAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACnF,mBAAmB,CAAC,UAAU,GAAG,oCAAoC,CAAC;QAEtE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,gCAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAM,OAAO,GAAG,mBAAmB,CAAC,KAAK,CACrC,cAAM,OAAA,IAAI,0BAA0B,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAAzH,CAAyH,EAC/H,aAAa,EACb,KAAK,EACL,OAAO,CACV,CAAC;QAEF,OAAO,OAAO,CAAC;IACnB,CAAC;IApCD;QADC,kBAAkB,EAAE;iEAGpB;IAmCL,iCAAC;CAAA,AAtED,CAAgD,iBAAiB,GAsEhE;SAtEY,0BAA0B;AAwEvC,aAAa,CAAC,oCAAoC,EAAE,0BAA0B,CAAC,CAAC","sourcesContent":["import { serializeAsTexture, SerializationHelper } from \"core/Misc/decorators\";\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\nimport \"./normalMapProceduralTexture.fragment\";\r\n\r\nexport class NormalMapProceduralTexture extends ProceduralTexture {\r\n private _baseTexture: Texture;\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"normalMapProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setTexture(\"baseSampler\", this._baseTexture);\r\n this.setFloat(\"size\", this.getRenderSize() as number);\r\n }\r\n\r\n public render(useCameraPostProcess?: boolean) {\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n public resize(size: any, generateMipMaps: any): void {\r\n super.resize(size, generateMipMaps);\r\n\r\n // We need to update the \"size\" uniform\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public isReady(): boolean {\r\n if (!this._baseTexture || !this._baseTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n return super.isReady();\r\n }\r\n\r\n @serializeAsTexture()\r\n public get baseTexture(): Texture {\r\n return this._baseTexture;\r\n }\r\n\r\n public set baseTexture(texture: Texture) {\r\n this._baseTexture = texture;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this normal map procedural texture\r\n * @returns a serialized normal map procedural texture object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.NormalMapProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Normal Map Procedural Texture from parsed normal map 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 normal map procedural texture information\r\n * @returns a parsed Normal Map Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => new NormalMapProceduralTexture(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.NormalMapProceduralTexture\", NormalMapProceduralTexture);\r\n"]}
package/package.json CHANGED
@@ -1,161 +1,31 @@
1
1
  {
2
- "author": {
3
- "name": "David CATUHE"
4
- },
5
2
  "name": "@babylonjs/procedural-textures",
6
- "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
7
- "version": "5.0.0-beta.9",
8
- "repository": {
9
- "type": "git",
10
- "url": "https://github.com/BabylonJS/Babylon.js.git"
11
- },
3
+ "version": "5.0.0-rc.10",
12
4
  "main": "index.js",
5
+ "module": "index.js",
6
+ "types": "index.d.ts",
13
7
  "files": [
14
- "brick/brickProceduralTexture.d.ts",
15
- "brick/brickProceduralTexture.fragment.d.ts",
16
- "brick/brickProceduralTexture.fragment.js",
17
- "brick/brickProceduralTexture.fragment.js.map",
18
- "brick/brickProceduralTexture.js",
19
- "brick/brickProceduralTexture.js.map",
20
- "brick/index.d.ts",
21
- "brick/index.js",
22
- "brick/index.js.map",
23
- "cloud/cloudProceduralTexture.d.ts",
24
- "cloud/cloudProceduralTexture.fragment.d.ts",
25
- "cloud/cloudProceduralTexture.fragment.js",
26
- "cloud/cloudProceduralTexture.fragment.js.map",
27
- "cloud/cloudProceduralTexture.js",
28
- "cloud/cloudProceduralTexture.js.map",
29
- "cloud/index.d.ts",
30
- "cloud/index.js",
31
- "cloud/index.js.map",
32
- "fire/fireProceduralTexture.d.ts",
33
- "fire/fireProceduralTexture.fragment.d.ts",
34
- "fire/fireProceduralTexture.fragment.js",
35
- "fire/fireProceduralTexture.fragment.js.map",
36
- "fire/fireProceduralTexture.js",
37
- "fire/fireProceduralTexture.js.map",
38
- "fire/index.d.ts",
39
- "fire/index.js",
40
- "fire/index.js.map",
41
- "grass/grassProceduralTexture.d.ts",
42
- "grass/grassProceduralTexture.fragment.d.ts",
43
- "grass/grassProceduralTexture.fragment.js",
44
- "grass/grassProceduralTexture.fragment.js.map",
45
- "grass/grassProceduralTexture.js",
46
- "grass/grassProceduralTexture.js.map",
47
- "grass/index.d.ts",
48
- "grass/index.js",
49
- "grass/index.js.map",
50
- "index.d.ts",
51
- "index.js",
52
- "index.js.map",
53
- "legacy/legacy-brick.d.ts",
54
- "legacy/legacy-brick.js",
55
- "legacy/legacy-brick.js.map",
56
- "legacy/legacy-cloud.d.ts",
57
- "legacy/legacy-cloud.js",
58
- "legacy/legacy-cloud.js.map",
59
- "legacy/legacy-fire.d.ts",
60
- "legacy/legacy-fire.js",
61
- "legacy/legacy-fire.js.map",
62
- "legacy/legacy-grass.d.ts",
63
- "legacy/legacy-grass.js",
64
- "legacy/legacy-grass.js.map",
65
- "legacy/legacy-marble.d.ts",
66
- "legacy/legacy-marble.js",
67
- "legacy/legacy-marble.js.map",
68
- "legacy/legacy-normalMap.d.ts",
69
- "legacy/legacy-normalMap.js",
70
- "legacy/legacy-normalMap.js.map",
71
- "legacy/legacy-perlinNoise.d.ts",
72
- "legacy/legacy-perlinNoise.js",
73
- "legacy/legacy-perlinNoise.js.map",
74
- "legacy/legacy-road.d.ts",
75
- "legacy/legacy-road.js",
76
- "legacy/legacy-road.js.map",
77
- "legacy/legacy-starfield.d.ts",
78
- "legacy/legacy-starfield.js",
79
- "legacy/legacy-starfield.js.map",
80
- "legacy/legacy-wood.d.ts",
81
- "legacy/legacy-wood.js",
82
- "legacy/legacy-wood.js.map",
83
- "legacy/legacy.d.ts",
84
- "legacy/legacy.js",
85
- "legacy/legacy.js.map",
86
- "marble/index.d.ts",
87
- "marble/index.js",
88
- "marble/index.js.map",
89
- "marble/marbleProceduralTexture.d.ts",
90
- "marble/marbleProceduralTexture.fragment.d.ts",
91
- "marble/marbleProceduralTexture.fragment.js",
92
- "marble/marbleProceduralTexture.fragment.js.map",
93
- "marble/marbleProceduralTexture.js",
94
- "marble/marbleProceduralTexture.js.map",
95
- "normalMap/index.d.ts",
96
- "normalMap/index.js",
97
- "normalMap/index.js.map",
98
- "normalMap/normalMapProceduralTexture.d.ts",
99
- "normalMap/normalMapProceduralTexture.fragment.d.ts",
100
- "normalMap/normalMapProceduralTexture.fragment.js",
101
- "normalMap/normalMapProceduralTexture.fragment.js.map",
102
- "normalMap/normalMapProceduralTexture.js",
103
- "normalMap/normalMapProceduralTexture.js.map",
104
- "perlinNoise/index.d.ts",
105
- "perlinNoise/index.js",
106
- "perlinNoise/index.js.map",
107
- "perlinNoise/perlinNoiseProceduralTexture.d.ts",
108
- "perlinNoise/perlinNoiseProceduralTexture.fragment.d.ts",
109
- "perlinNoise/perlinNoiseProceduralTexture.fragment.js",
110
- "perlinNoise/perlinNoiseProceduralTexture.fragment.js.map",
111
- "perlinNoise/perlinNoiseProceduralTexture.js",
112
- "perlinNoise/perlinNoiseProceduralTexture.js.map",
113
- "readme.md",
114
- "road/index.d.ts",
115
- "road/index.js",
116
- "road/index.js.map",
117
- "road/roadProceduralTexture.d.ts",
118
- "road/roadProceduralTexture.fragment.d.ts",
119
- "road/roadProceduralTexture.fragment.js",
120
- "road/roadProceduralTexture.fragment.js.map",
121
- "road/roadProceduralTexture.js",
122
- "road/roadProceduralTexture.js.map",
123
- "starfield/index.d.ts",
124
- "starfield/index.js",
125
- "starfield/index.js.map",
126
- "starfield/starfieldProceduralTexture.d.ts",
127
- "starfield/starfieldProceduralTexture.fragment.d.ts",
128
- "starfield/starfieldProceduralTexture.fragment.js",
129
- "starfield/starfieldProceduralTexture.fragment.js.map",
130
- "starfield/starfieldProceduralTexture.js",
131
- "starfield/starfieldProceduralTexture.js.map",
132
- "wood/index.d.ts",
133
- "wood/index.js",
134
- "wood/index.js.map",
135
- "wood/woodProceduralTexture.d.ts",
136
- "wood/woodProceduralTexture.fragment.d.ts",
137
- "wood/woodProceduralTexture.fragment.js",
138
- "wood/woodProceduralTexture.fragment.js.map",
139
- "wood/woodProceduralTexture.js",
140
- "wood/woodProceduralTexture.js.map"
8
+ "**/*.js",
9
+ "**/*.d.ts",
10
+ "**/*.map",
11
+ "readme.md"
141
12
  ],
142
- "typings": "index.d.ts",
143
- "keywords": [
144
- "3D",
145
- "javascript",
146
- "html5",
147
- "webgl",
148
- "procedural textures"
149
- ],
150
- "license": "Apache-2.0",
13
+ "scripts": {
14
+ "build": "npm run clean && npm run compile",
15
+ "clean": "rimraf dist && rimraf *.tsbuildinfo && rimraf \"./**/*.!(md|json|build.json)\"",
16
+ "compile": "tsc -b tsconfig.build.json",
17
+ "postcompile": "build-tools -c add-js-to-es6 --path ./dist/**/*.js",
18
+ "prepublishOnly": "build-tools -c prepare-es6-build"
19
+ },
151
20
  "dependencies": {
152
- "@babylonjs/core": "5.0.0-beta.9",
21
+ "@babylonjs/core": "^5.0.0-rc.10",
153
22
  "tslib": "^2.3.1"
154
23
  },
155
- "engines": {
156
- "node": "*"
24
+ "devDependencies": {
25
+ "@dev/build-tools": "^1.0.0",
26
+ "@lts/procedural-textures": "^1.0.0",
27
+ "rimraf": "^3.0.2",
28
+ "typescript": "^4.4.4"
157
29
  },
158
- "module": "index.js",
159
- "esnext": "index.js",
160
- "type": "module"
161
- }
30
+ "sideEffects": true
31
+ }
@@ -1 +1 @@
1
- export * from "./perlinNoiseProceduralTexture";
1
+ export * from "./perlinNoiseProceduralTexture";
@@ -1,2 +1,2 @@
1
- export * from "./perlinNoiseProceduralTexture.js";
1
+ export * from "./perlinNoiseProceduralTexture";
2
2
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/perlinNoise/index.ts"],"names":[],"mappings":"AAAA,cAAc,gCAAgC,CAAC","sourcesContent":["export * from \"./perlinNoiseProceduralTexture\";"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/perlinNoise/index.ts"],"names":[],"mappings":"AAAA,cAAc,gCAAgC,CAAC","sourcesContent":["export * from \"./perlinNoiseProceduralTexture\";\r\n"]}
@@ -1,28 +1,28 @@
1
- import { Texture } from "@babylonjs/core/Materials/Textures/texture";
2
- import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture";
3
- import { Scene } from "@babylonjs/core/scene";
4
- import { Nullable } from "@babylonjs/core/types";
5
- import "./perlinNoiseProceduralTexture.fragment";
6
- export declare class PerlinNoiseProceduralTexture extends ProceduralTexture {
7
- time: number;
8
- timeScale: number;
9
- translationSpeed: number;
10
- private _currentTranslation;
11
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
12
- updateShaderUniforms(): void;
13
- render(useCameraPostProcess?: boolean): void;
14
- resize(size: any, generateMipMaps: any): void;
15
- /**
16
- * Serializes this perlin noise procedural texture
17
- * @returns a serialized perlin noise procedural texture object
18
- */
19
- serialize(): any;
20
- /**
21
- * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data
22
- * @param parsedTexture defines parsed texture data
23
- * @param scene defines the current scene
24
- * @param rootUrl defines the root URL containing perlin noise procedural texture information
25
- * @returns a parsed Perlin Noise Procedural Texture
26
- */
27
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture;
28
- }
1
+ import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
2
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
3
+ import type { Scene } from "@babylonjs/core/scene.js";
4
+ import type { Nullable } from "@babylonjs/core/types.js";
5
+ import "./perlinNoiseProceduralTexture.fragment";
6
+ export declare class PerlinNoiseProceduralTexture extends ProceduralTexture {
7
+ time: number;
8
+ timeScale: number;
9
+ translationSpeed: number;
10
+ private _currentTranslation;
11
+ constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
12
+ updateShaderUniforms(): void;
13
+ render(useCameraPostProcess?: boolean): void;
14
+ resize(size: any, generateMipMaps: any): void;
15
+ /**
16
+ * Serializes this perlin noise procedural texture
17
+ * @returns a serialized perlin noise procedural texture object
18
+ */
19
+ serialize(): any;
20
+ /**
21
+ * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data
22
+ * @param parsedTexture defines parsed texture data
23
+ * @param scene defines the current scene
24
+ * @param rootUrl defines the root URL containing perlin noise procedural texture information
25
+ * @returns a parsed Perlin Noise Procedural Texture
26
+ */
27
+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture;
28
+ }
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare var perlinNoiseProceduralTexturePixelShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const perlinNoiseProceduralTexturePixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,7 +1,9 @@
1
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
- var name = 'perlinNoiseProceduralTexturePixelShader';
3
- var shader = "\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89));\n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n";
4
- ShaderStore.ShadersStore[name] = shader;
5
- /** @hidden */
6
- export var perlinNoiseProceduralTexturePixelShader = { name: name, shader: shader };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "perlinNoiseProceduralTexturePixelShader";
4
+ var shader = "precision highp float;uniform float size;uniform float time;uniform float translationSpeed;varying vec2 vUV;float r(float n)\n{return fract(cos(n*89.42)*343.42);}\nvec2 r(vec2 n)\n{return vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89)); }\nfloat worley(vec2 n,float s)\n{float dis=1.0;for(int x=-1; x<=1; x++)\n{for(int y=-1; y<=1; y++)\n{vec2 p=floor(n/s)+vec2(x,y);float d=length(r(p)+vec2(x,y)-fract(n/s));if (dis>d)\ndis=d;}}\nreturn 1.0-dis;}\nvec3 hash33(vec3 p3)\n{p3=fract(p3*vec3(0.1031,0.11369,0.13787));p3+=dot(p3,p3.yxz+19.19);return -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));}\nfloat perlinNoise(vec3 p)\n{vec3 pi=floor(p);vec3 pf=p-pi;vec3 w=pf*pf*(3.0-2.0*pf);return mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),w.x\n),mix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),w.x\n),w.z\n),mix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),w.x\n),mix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),w.x\n),w.z\n),w.y\n);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec2 uv=gl_FragCoord.xy+translationSpeed;float dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n* (1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);gl_FragColor=vec4(vec3(dis/4.0),1.0);}\n";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var perlinNoiseProceduralTexturePixelShader = { name: name, shader: shader };
7
9
  //# sourceMappingURL=perlinNoiseProceduralTexture.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"perlinNoiseProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/perlinNoise/perlinNoiseProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,yCAAyC,CAAC;AACrD,IAAI,MAAM,GAAG,ghDAoFZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,uCAAuC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'perlinNoiseProceduralTexturePixelShader';\nlet shader = `\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89));\n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var perlinNoiseProceduralTexturePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"perlinNoiseProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/perlinNoise/perlinNoiseProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,IAAM,MAAM,GAAG,s7CAsCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,uCAAuC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"perlinNoiseProceduralTexturePixelShader\";\nconst shader = `precision highp float;uniform float size;uniform float time;uniform float translationSpeed;varying vec2 vUV;float r(float n)\n{return fract(cos(n*89.42)*343.42);}\nvec2 r(vec2 n)\n{return vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89)); }\nfloat worley(vec2 n,float s)\n{float dis=1.0;for(int x=-1; x<=1; x++)\n{for(int y=-1; y<=1; y++)\n{vec2 p=floor(n/s)+vec2(x,y);float d=length(r(p)+vec2(x,y)-fract(n/s));if (dis>d)\ndis=d;}}\nreturn 1.0-dis;}\nvec3 hash33(vec3 p3)\n{p3=fract(p3*vec3(0.1031,0.11369,0.13787));p3+=dot(p3,p3.yxz+19.19);return -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));}\nfloat perlinNoise(vec3 p)\n{vec3 pi=floor(p);vec3 pf=p-pi;vec3 w=pf*pf*(3.0-2.0*pf);return mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),w.x\n),mix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),w.x\n),w.z\n),mix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),w.x\n),mix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),w.x\n),w.z\n),w.y\n);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec2 uv=gl_FragCoord.xy+translationSpeed;float dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n* (1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);gl_FragColor=vec4(vec3(dis/4.0),1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const perlinNoiseProceduralTexturePixelShader = { name, shader };\n"]}