@babylonjs/procedural-textures 5.0.0-rc.2 → 5.0.0-rc.5

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Files changed (106) hide show
  1. package/brick/brickProceduralTexture.d.ts +5 -5
  2. package/brick/brickProceduralTexture.fragment.d.ts +1 -1
  3. package/brick/brickProceduralTexture.fragment.js +4 -2
  4. package/brick/brickProceduralTexture.fragment.js.map +1 -1
  5. package/brick/brickProceduralTexture.js +2 -2
  6. package/brick/brickProceduralTexture.js.map +1 -1
  7. package/brick/index.js.map +1 -1
  8. package/cloud/cloudProceduralTexture.d.ts +5 -5
  9. package/cloud/cloudProceduralTexture.fragment.d.ts +1 -1
  10. package/cloud/cloudProceduralTexture.fragment.js +4 -2
  11. package/cloud/cloudProceduralTexture.fragment.js.map +1 -1
  12. package/cloud/cloudProceduralTexture.js +1 -1
  13. package/cloud/cloudProceduralTexture.js.map +1 -1
  14. package/cloud/index.js.map +1 -1
  15. package/fire/fireProceduralTexture.d.ts +6 -6
  16. package/fire/fireProceduralTexture.fragment.d.ts +1 -1
  17. package/fire/fireProceduralTexture.fragment.js +4 -2
  18. package/fire/fireProceduralTexture.fragment.js.map +1 -1
  19. package/fire/fireProceduralTexture.js +6 -34
  20. package/fire/fireProceduralTexture.js.map +1 -1
  21. package/fire/index.js.map +1 -1
  22. package/grass/grassProceduralTexture.d.ts +5 -5
  23. package/grass/grassProceduralTexture.fragment.d.ts +1 -1
  24. package/grass/grassProceduralTexture.fragment.js +4 -2
  25. package/grass/grassProceduralTexture.fragment.js.map +1 -1
  26. package/grass/grassProceduralTexture.js +2 -6
  27. package/grass/grassProceduralTexture.js.map +1 -1
  28. package/grass/index.js.map +1 -1
  29. package/index.js.map +1 -1
  30. package/legacy/legacy-brick.d.ts +1 -1
  31. package/legacy/legacy-brick.js +3 -3
  32. package/legacy/legacy-brick.js.map +1 -1
  33. package/legacy/legacy-cloud.d.ts +1 -1
  34. package/legacy/legacy-cloud.js +3 -3
  35. package/legacy/legacy-cloud.js.map +1 -1
  36. package/legacy/legacy-fire.d.ts +1 -1
  37. package/legacy/legacy-fire.js +3 -3
  38. package/legacy/legacy-fire.js.map +1 -1
  39. package/legacy/legacy-grass.d.ts +1 -1
  40. package/legacy/legacy-grass.js +3 -3
  41. package/legacy/legacy-grass.js.map +1 -1
  42. package/legacy/legacy-marble.d.ts +1 -1
  43. package/legacy/legacy-marble.js +3 -3
  44. package/legacy/legacy-marble.js.map +1 -1
  45. package/legacy/legacy-normalMap.d.ts +1 -1
  46. package/legacy/legacy-normalMap.js +3 -3
  47. package/legacy/legacy-normalMap.js.map +1 -1
  48. package/legacy/legacy-perlinNoise.d.ts +1 -1
  49. package/legacy/legacy-perlinNoise.js +3 -3
  50. package/legacy/legacy-perlinNoise.js.map +1 -1
  51. package/legacy/legacy-road.d.ts +1 -1
  52. package/legacy/legacy-road.js +3 -3
  53. package/legacy/legacy-road.js.map +1 -1
  54. package/legacy/legacy-starfield.d.ts +1 -1
  55. package/legacy/legacy-starfield.js +3 -3
  56. package/legacy/legacy-starfield.js.map +1 -1
  57. package/legacy/legacy-wood.d.ts +1 -1
  58. package/legacy/legacy-wood.js +3 -3
  59. package/legacy/legacy-wood.js.map +1 -1
  60. package/legacy/legacy.d.ts +1 -1
  61. package/legacy/legacy.js +3 -3
  62. package/legacy/legacy.js.map +1 -1
  63. package/marble/index.js.map +1 -1
  64. package/marble/marbleProceduralTexture.d.ts +5 -5
  65. package/marble/marbleProceduralTexture.fragment.d.ts +1 -1
  66. package/marble/marbleProceduralTexture.fragment.js +4 -2
  67. package/marble/marbleProceduralTexture.fragment.js.map +1 -1
  68. package/marble/marbleProceduralTexture.js +1 -1
  69. package/marble/marbleProceduralTexture.js.map +1 -1
  70. package/normalMap/index.js.map +1 -1
  71. package/normalMap/normalMapProceduralTexture.d.ts +4 -4
  72. package/normalMap/normalMapProceduralTexture.fragment.d.ts +1 -1
  73. package/normalMap/normalMapProceduralTexture.fragment.js +4 -2
  74. package/normalMap/normalMapProceduralTexture.fragment.js.map +1 -1
  75. package/normalMap/normalMapProceduralTexture.js +1 -1
  76. package/normalMap/normalMapProceduralTexture.js.map +1 -1
  77. package/package.json +22 -152
  78. package/perlinNoise/index.js.map +1 -1
  79. package/perlinNoise/perlinNoiseProceduralTexture.d.ts +4 -4
  80. package/perlinNoise/perlinNoiseProceduralTexture.fragment.d.ts +1 -1
  81. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js +4 -2
  82. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js.map +1 -1
  83. package/perlinNoise/perlinNoiseProceduralTexture.js +3 -3
  84. package/perlinNoise/perlinNoiseProceduralTexture.js.map +1 -1
  85. package/readme.md +2 -2
  86. package/road/index.js.map +1 -1
  87. package/road/roadProceduralTexture.d.ts +5 -5
  88. package/road/roadProceduralTexture.fragment.d.ts +1 -1
  89. package/road/roadProceduralTexture.fragment.js +4 -2
  90. package/road/roadProceduralTexture.fragment.js.map +1 -1
  91. package/road/roadProceduralTexture.js +1 -1
  92. package/road/roadProceduralTexture.js.map +1 -1
  93. package/starfield/index.js.map +1 -1
  94. package/starfield/starfieldProceduralTexture.d.ts +4 -4
  95. package/starfield/starfieldProceduralTexture.fragment.d.ts +1 -1
  96. package/starfield/starfieldProceduralTexture.fragment.js +4 -2
  97. package/starfield/starfieldProceduralTexture.fragment.js.map +1 -1
  98. package/starfield/starfieldProceduralTexture.js +5 -5
  99. package/starfield/starfieldProceduralTexture.js.map +1 -1
  100. package/wood/index.js.map +1 -1
  101. package/wood/woodProceduralTexture.d.ts +5 -5
  102. package/wood/woodProceduralTexture.fragment.d.ts +1 -1
  103. package/wood/woodProceduralTexture.fragment.js +4 -2
  104. package/wood/woodProceduralTexture.fragment.js.map +1 -1
  105. package/wood/woodProceduralTexture.js +1 -1
  106. package/wood/woodProceduralTexture.js.map +1 -1
@@ -1,8 +1,8 @@
1
- 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 { Color3 } from "@babylonjs/core/Maths/math.color.js";
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+ import { 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 { Scene } from "@babylonjs/core/scene.js";
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+ import { 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;
@@ -1,5 +1,5 @@
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  /** @hidden */
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- export declare var brickProceduralTexturePixelShader: {
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+ export declare const brickProceduralTexturePixelShader: {
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  name: string;
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  shader: string;
5
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  };
@@ -1,6 +1,8 @@
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+ // Do not edit.
1
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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;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}";
3
+ 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);}";
5
+ // Sideeffect
4
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  ShaderStore.ShadersStore[name] = shader;
5
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  /** @hidden */
6
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  export var brickProceduralTexturePixelShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"brickProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/brick/brickProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,mCAAmC,CAAC;AAC/C,IAAI,MAAM,GAAG,goDAyDX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,iCAAiC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'brickProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var brickProceduralTexturePixelShader = { name, shader };\n"]}
1
+ {"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"]}
@@ -2,7 +2,7 @@ import { __decorate, __extends } from "tslib";
2
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  import { serialize, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
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  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
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  import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
5
- import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
5
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
6
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  import "./brickProceduralTexture.fragment.js";
7
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  var BrickProceduralTexture = /** @class */ (function (_super) {
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  __extends(BrickProceduralTexture, _super);
@@ -12,7 +12,7 @@ var BrickProceduralTexture = /** @class */ (function (_super) {
12
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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);
15
- _this._brickColor = new Color3(0.77, 0.47, 0.40);
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+ _this._brickColor = new Color3(0.77, 0.47, 0.4);
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  _this.updateShaderUniforms();
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  return _this;
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  }
@@ -1 +1 @@
1
- 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{ serialize, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\nimport { Nullable } from \"@babylonjs/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, 0.40);\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 var 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 var texture = SerializationHelper.Parse(() => new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BrickProceduralTexture\", BrickProceduralTexture);"]}
1
+ 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{ serialize, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { 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"]}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/brick/index.ts"],"names":[],"mappings":"AAAA,cAAc,0BAA0B,CAAC","sourcesContent":["export * from \"./brickProceduralTexture\";"]}
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"]}
@@ -1,8 +1,8 @@
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";
1
+ import { Color4 } from "@babylonjs/core/Maths/math.color.js";
2
+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
3
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
4
+ import { Scene } from "@babylonjs/core/scene.js";
5
+ import { Nullable } from "@babylonjs/core/types.js";
6
6
  import "./cloudProceduralTexture.fragment";
7
7
  export declare class CloudProceduralTexture extends ProceduralTexture {
8
8
  private _skyColor;
@@ -1,5 +1,5 @@
1
1
  /** @hidden */
2
- export declare var cloudProceduralTexturePixelShader: {
2
+ export declare const cloudProceduralTexturePixelShader: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -1,6 +1,8 @@
1
+ // Do not edit.
1
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
- var name = 'cloudProceduralTexturePixelShader';
3
- var shader = "precision highp float;\nvarying vec2 vUV;\nuniform vec4 skyColor;\nuniform vec4 cloudColor;\nuniform float amplitude;\nuniform int numOctaves;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,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;\nn+=n;\nampl*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*12.0;\nvec4 c=mix(skyColor,cloudColor,fbm(p));\ngl_FragColor=c;\n}\n";
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
4
6
  ShaderStore.ShadersStore[name] = shader;
5
7
  /** @hidden */
6
8
  export var cloudProceduralTexturePixelShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"cloudProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/cloud/cloudProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,mCAAmC,CAAC;AAC/C,IAAI,MAAM,GAAG,8tBAgCZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,iCAAiC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'cloudProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vUV;\nuniform vec4 skyColor;\nuniform vec4 cloudColor;\nuniform float amplitude;\nuniform int numOctaves;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,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;\nn+=n;\nampl*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*12.0;\nvec4 c=mix(skyColor,cloudColor,fbm(p));\ngl_FragColor=c;\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var cloudProceduralTexturePixelShader = { name, shader };\n"]}
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"]}
@@ -2,7 +2,7 @@ import { __decorate, __extends } from "tslib";
2
2
  import { serialize, serializeAsColor4, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
3
  import { Color4 } from "@babylonjs/core/Maths/math.color.js";
4
4
  import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
5
- import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
5
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
6
6
  import "./cloudProceduralTexture.fragment.js";
7
7
  var CloudProceduralTexture = /** @class */ (function (_super) {
8
8
  __extends(CloudProceduralTexture, _super);
@@ -1 +1 @@
1
- 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{ serialize, serializeAsColor4, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Color4 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\n\r\nimport \"./cloudProceduralTexture.fragment\";\r\n\r\nexport class CloudProceduralTexture extends ProceduralTexture {\r\n private _skyColor = new Color4(0.15, 0.68, 1.0, 1.0);\r\n private _cloudColor = new Color4(1, 1, 1, 1.0);\r\n private _amplitude = 1;\r\n private _numOctaves = 4;\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"cloudProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor4(\"skyColor\", this._skyColor);\r\n this.setColor4(\"cloudColor\", this._cloudColor);\r\n this.setFloat(\"amplitude\", this._amplitude);\r\n this.setInt(\"numOctaves\", this._numOctaves);\r\n }\r\n\r\n @serializeAsColor4()\r\n public get skyColor(): Color4 {\r\n return this._skyColor;\r\n }\r\n\r\n public set skyColor(value: Color4) {\r\n this._skyColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor4()\r\n public get cloudColor(): Color4 {\r\n return this._cloudColor;\r\n }\r\n\r\n public set cloudColor(value: Color4) {\r\n this._cloudColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get amplitude(): number {\r\n return this._amplitude;\r\n }\r\n\r\n public set amplitude(value: number) {\r\n this._amplitude = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get numOctaves(): number {\r\n return this._numOctaves;\r\n }\r\n\r\n public set numOctaves(value: number) {\r\n this._numOctaves = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this cloud procedural texture\r\n * @returns a serialized cloud procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.CloudProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Cloud Procedural Texture from parsed cloud 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 cloud procedural texture information\r\n * @returns a parsed Cloud Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new CloudProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudProceduralTexture\", CloudProceduralTexture);"]}
1
+ 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{ serialize, serializeAsColor4, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Nullable } from \"core/types\";\r\n\r\nimport \"./cloudProceduralTexture.fragment\";\r\n\r\nexport class CloudProceduralTexture extends ProceduralTexture {\r\n private _skyColor = new Color4(0.15, 0.68, 1.0, 1.0);\r\n private _cloudColor = new Color4(1, 1, 1, 1.0);\r\n private _amplitude = 1;\r\n private _numOctaves = 4;\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"cloudProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor4(\"skyColor\", this._skyColor);\r\n this.setColor4(\"cloudColor\", this._cloudColor);\r\n this.setFloat(\"amplitude\", this._amplitude);\r\n this.setInt(\"numOctaves\", this._numOctaves);\r\n }\r\n\r\n @serializeAsColor4()\r\n public get skyColor(): Color4 {\r\n return this._skyColor;\r\n }\r\n\r\n public set skyColor(value: Color4) {\r\n this._skyColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor4()\r\n public get cloudColor(): Color4 {\r\n return this._cloudColor;\r\n }\r\n\r\n public set cloudColor(value: Color4) {\r\n this._cloudColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get amplitude(): number {\r\n return this._amplitude;\r\n }\r\n\r\n public set amplitude(value: number) {\r\n this._amplitude = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get numOctaves(): number {\r\n return this._numOctaves;\r\n }\r\n\r\n public set numOctaves(value: number) {\r\n this._numOctaves = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this cloud procedural texture\r\n * @returns a serialized cloud procedural texture object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.CloudProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Cloud Procedural Texture from parsed cloud 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 cloud procedural texture information\r\n * @returns a parsed Cloud Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => new CloudProceduralTexture(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.CloudProceduralTexture\", CloudProceduralTexture);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/cloud/index.ts"],"names":[],"mappings":"AAAA,cAAc,0BAA0B,CAAC","sourcesContent":["export * from \"./cloudProceduralTexture\";"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/cloud/index.ts"],"names":[],"mappings":"AAAA,cAAc,0BAA0B,CAAC","sourcesContent":["export * from \"./cloudProceduralTexture\";\r\n"]}
@@ -1,9 +1,9 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector";
2
- import { Color3 } from '@babylonjs/core/Maths/math.color';
3
- import { Texture } from "@babylonjs/core/Materials/Textures/texture";
4
- import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture";
5
- import { Scene } from "@babylonjs/core/scene";
6
- import { Nullable } from "@babylonjs/core/types";
1
+ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
4
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
5
+ import { Scene } from "@babylonjs/core/scene.js";
6
+ import { Nullable } from "@babylonjs/core/types.js";
7
7
  import "./fireProceduralTexture.fragment";
8
8
  export declare class FireProceduralTexture extends ProceduralTexture {
9
9
  private _time;
@@ -1,5 +1,5 @@
1
1
  /** @hidden */
2
- export declare var fireProceduralTexturePixelShader: {
2
+ export declare const fireProceduralTexturePixelShader: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -1,6 +1,8 @@
1
+ // Do not edit.
1
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
- var name = 'fireProceduralTexturePixelShader';
3
- var shader = "precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}";
3
+ var name = "fireProceduralTexturePixelShader";
4
+ var shader = "precision highp float;uniform float time;uniform vec3 c1;uniform vec3 c2;uniform vec3 c3;uniform vec3 c4;uniform vec3 c5;uniform vec3 c6;uniform vec2 speed;uniform float shift;uniform float alphaThreshold;varying vec2 vUV;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;}\nvoid main() {vec2 p=vUV*8.0;float q=fbm(p-time*0.1);vec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));vec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);vec3 color=c*cos(shift*vUV.y);float luminance=dot(color.rgb,vec3(0.3,0.59,0.11));gl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));}";
5
+ // Sideeffect
4
6
  ShaderStore.ShadersStore[name] = shader;
5
7
  /** @hidden */
6
8
  export var fireProceduralTexturePixelShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"fireProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/fire/fireProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,kCAAkC,CAAC;AAC9C,IAAI,MAAM,GAAG,ogCAqCX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,gCAAgC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'fireProceduralTexturePixelShader';\nlet shader = `precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var fireProceduralTexturePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fireProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/fire/fireProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,IAAM,MAAM,GAAG,k8BAIyT,CAAC;AACzU,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,gCAAgC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fireProceduralTexturePixelShader\";\nconst shader = `precision highp float;uniform float time;uniform vec3 c1;uniform vec3 c2;uniform vec3 c3;uniform vec3 c4;uniform vec3 c5;uniform vec3 c6;uniform vec2 speed;uniform float shift;uniform float alphaThreshold;varying vec2 vUV;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;}\nvoid main() {vec2 p=vUV*8.0;float q=fbm(p-time*0.1);vec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));vec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);vec3 color=c*cos(shift*vUV.y);float luminance=dot(color.rgb,vec3(0.3,0.59,0.11));gl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const fireProceduralTexturePixelShader = { name, shader };\n"]}
@@ -1,9 +1,9 @@
1
1
  import { __decorate, __extends } from "tslib";
2
2
  import { serialize, serializeAsVector2, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
3
  import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
4
- import { Color3 } from '@babylonjs/core/Maths/math.color.js';
4
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
5
5
  import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
6
- import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
6
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
7
7
  import "./fireProceduralTexture.fragment.js";
8
8
  var FireProceduralTexture = /** @class */ (function (_super) {
9
9
  __extends(FireProceduralTexture, _super);
@@ -39,56 +39,28 @@ var FireProceduralTexture = /** @class */ (function (_super) {
39
39
  };
40
40
  Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
41
41
  get: function () {
42
- return [
43
- new Color3(0.5, 0.0, 1.0),
44
- new Color3(0.9, 0.0, 1.0),
45
- new Color3(0.2, 0.0, 1.0),
46
- new Color3(1.0, 0.9, 1.0),
47
- new Color3(0.1, 0.1, 1.0),
48
- new Color3(0.9, 0.9, 1.0)
49
- ];
42
+ return [new Color3(0.5, 0.0, 1.0), new Color3(0.9, 0.0, 1.0), new Color3(0.2, 0.0, 1.0), new Color3(1.0, 0.9, 1.0), new Color3(0.1, 0.1, 1.0), new Color3(0.9, 0.9, 1.0)];
50
43
  },
51
44
  enumerable: false,
52
45
  configurable: true
53
46
  });
54
47
  Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
55
48
  get: function () {
56
- return [
57
- new Color3(0.5, 1.0, 0.0),
58
- new Color3(0.5, 1.0, 0.0),
59
- new Color3(0.3, 0.4, 0.0),
60
- new Color3(0.5, 1.0, 0.0),
61
- new Color3(0.2, 0.0, 0.0),
62
- new Color3(0.5, 1.0, 0.0)
63
- ];
49
+ return [new Color3(0.5, 1.0, 0.0), new Color3(0.5, 1.0, 0.0), new Color3(0.3, 0.4, 0.0), new Color3(0.5, 1.0, 0.0), new Color3(0.2, 0.0, 0.0), new Color3(0.5, 1.0, 0.0)];
64
50
  },
65
51
  enumerable: false,
66
52
  configurable: true
67
53
  });
68
54
  Object.defineProperty(FireProceduralTexture, "RedFireColors", {
69
55
  get: function () {
70
- return [
71
- new Color3(0.5, 0.0, 0.1),
72
- new Color3(0.9, 0.0, 0.0),
73
- new Color3(0.2, 0.0, 0.0),
74
- new Color3(1.0, 0.9, 0.0),
75
- new Color3(0.1, 0.1, 0.1),
76
- new Color3(0.9, 0.9, 0.9)
77
- ];
56
+ return [new Color3(0.5, 0.0, 0.1), new Color3(0.9, 0.0, 0.0), new Color3(0.2, 0.0, 0.0), new Color3(1.0, 0.9, 0.0), new Color3(0.1, 0.1, 0.1), new Color3(0.9, 0.9, 0.9)];
78
57
  },
79
58
  enumerable: false,
80
59
  configurable: true
81
60
  });
82
61
  Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
83
62
  get: function () {
84
- return [
85
- new Color3(0.1, 0.0, 0.5),
86
- new Color3(0.0, 0.0, 0.5),
87
- new Color3(0.1, 0.0, 0.2),
88
- new Color3(0.0, 0.0, 1.0),
89
- new Color3(0.1, 0.2, 0.3),
90
- new Color3(0.0, 0.2, 0.9)
91
- ];
63
+ return [new Color3(0.1, 0.0, 0.5), new Color3(0.0, 0.0, 0.5), new Color3(0.1, 0.0, 0.2), new Color3(0.0, 0.0, 1.0), new Color3(0.1, 0.2, 0.3), new Color3(0.0, 0.2, 0.9)];
92
64
  },
93
65
  enumerable: false,
94
66
  configurable: true
@@ -1 +1 @@
1
- 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{ serialize, serializeAsVector2, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\n\r\nimport \"./fireProceduralTexture.fragment\";\r\n\r\nexport class FireProceduralTexture extends ProceduralTexture {\r\n private _time: number = 0.0;\r\n private _speed = new Vector2(0.5, 0.3);\r\n private _autoGenerateTime: boolean = true;\r\n private _fireColors: Color3[];\r\n private _alphaThreshold: number = 0.5;\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"fireProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this._fireColors = FireProceduralTexture.RedFireColors;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"time\", this._time);\r\n this.setVector2(\"speed\", this._speed);\r\n this.setColor3(\"c1\", this._fireColors[0]);\r\n this.setColor3(\"c2\", this._fireColors[1]);\r\n this.setColor3(\"c3\", this._fireColors[2]);\r\n this.setColor3(\"c4\", this._fireColors[3]);\r\n this.setColor3(\"c5\", this._fireColors[4]);\r\n this.setColor3(\"c6\", this._fireColors[5]);\r\n this.setFloat(\"alphaThreshold\", this._alphaThreshold);\r\n }\r\n\r\n public render(useCameraPostProcess?: boolean) {\r\n let scene = this.getScene();\r\n if (this._autoGenerateTime && scene) {\r\n this._time += scene.getAnimationRatio() * 0.03;\r\n this.updateShaderUniforms();\r\n }\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n public static get PurpleFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 0.0, 1.0),\r\n new Color3(0.9, 0.0, 1.0),\r\n new Color3(0.2, 0.0, 1.0),\r\n new Color3(1.0, 0.9, 1.0),\r\n new Color3(0.1, 0.1, 1.0),\r\n new Color3(0.9, 0.9, 1.0)\r\n ];\r\n }\r\n\r\n public static get GreenFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.3, 0.4, 0.0),\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.2, 0.0, 0.0),\r\n new Color3(0.5, 1.0, 0.0)\r\n ];\r\n }\r\n\r\n public static get RedFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 0.0, 0.1),\r\n new Color3(0.9, 0.0, 0.0),\r\n new Color3(0.2, 0.0, 0.0),\r\n new Color3(1.0, 0.9, 0.0),\r\n new Color3(0.1, 0.1, 0.1),\r\n new Color3(0.9, 0.9, 0.9)\r\n ];\r\n }\r\n\r\n public static get BlueFireColors(): Color3[] {\r\n return [\r\n new Color3(0.1, 0.0, 0.5),\r\n new Color3(0.0, 0.0, 0.5),\r\n new Color3(0.1, 0.0, 0.2),\r\n new Color3(0.0, 0.0, 1.0),\r\n new Color3(0.1, 0.2, 0.3),\r\n new Color3(0.0, 0.2, 0.9)\r\n ];\r\n }\r\n\r\n @serialize()\r\n public get autoGenerateTime(): boolean {\r\n return this._autoGenerateTime;\r\n }\r\n\r\n public set autoGenerateTime(value: boolean) {\r\n this._autoGenerateTime = value;\r\n }\r\n\r\n public get fireColors(): Color3[] {\r\n return this._fireColors;\r\n }\r\n\r\n public set fireColors(value: Color3[]) {\r\n this._fireColors = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get time(): number {\r\n return this._time;\r\n }\r\n\r\n public set time(value: number) {\r\n this._time = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsVector2()\r\n public get speed(): Vector2 {\r\n return this._speed;\r\n }\r\n\r\n public set speed(value: Vector2) {\r\n this._speed = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get alphaThreshold(): number {\r\n return this._alphaThreshold;\r\n }\r\n\r\n public set alphaThreshold(value: number) {\r\n this._alphaThreshold = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this fire procedural texture\r\n * @returns a serialized fire procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.FireProceduralTexture\";\r\n\r\n serializationObject.fireColors = [];\r\n for (var i = 0; i < this._fireColors.length; i++) {\r\n serializationObject.fireColors.push(this._fireColors[i].asArray());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Fire Procedural Texture from parsed fire 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 fire procedural texture information\r\n * @returns a parsed Fire Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new FireProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n var colors: Color3[] = [];\r\n for (var i = 0; i < parsedTexture.fireColors.length; i++) {\r\n colors.push(Color3.FromArray(parsedTexture.fireColors[i]));\r\n }\r\n\r\n texture.fireColors = colors;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FireProceduralTexture\", FireProceduralTexture);"]}
1
+ 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\"fireProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this._fireColors = FireProceduralTexture.RedFireColors;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"time\", this._time);\r\n this.setVector2(\"speed\", this._speed);\r\n this.setColor3(\"c1\", this._fireColors[0]);\r\n this.setColor3(\"c2\", this._fireColors[1]);\r\n this.setColor3(\"c3\", this._fireColors[2]);\r\n this.setColor3(\"c4\", this._fireColors[3]);\r\n this.setColor3(\"c5\", this._fireColors[4]);\r\n this.setColor3(\"c6\", this._fireColors[5]);\r\n this.setFloat(\"alphaThreshold\", this._alphaThreshold);\r\n }\r\n\r\n public render(useCameraPostProcess?: boolean) {\r\n const scene = this.getScene();\r\n if (this._autoGenerateTime && scene) {\r\n this._time += scene.getAnimationRatio() * 0.03;\r\n this.updateShaderUniforms();\r\n }\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n public static get PurpleFireColors(): Color3[] {\r\n return [new Color3(0.5, 0.0, 1.0), new Color3(0.9, 0.0, 1.0), new Color3(0.2, 0.0, 1.0), new Color3(1.0, 0.9, 1.0), new Color3(0.1, 0.1, 1.0), new Color3(0.9, 0.9, 1.0)];\r\n }\r\n\r\n public static get GreenFireColors(): Color3[] {\r\n return [new Color3(0.5, 1.0, 0.0), new Color3(0.5, 1.0, 0.0), new Color3(0.3, 0.4, 0.0), new Color3(0.5, 1.0, 0.0), new Color3(0.2, 0.0, 0.0), new Color3(0.5, 1.0, 0.0)];\r\n }\r\n\r\n public static get RedFireColors(): Color3[] {\r\n return [new Color3(0.5, 0.0, 0.1), new Color3(0.9, 0.0, 0.0), new Color3(0.2, 0.0, 0.0), new Color3(1.0, 0.9, 0.0), new Color3(0.1, 0.1, 0.1), new Color3(0.9, 0.9, 0.9)];\r\n }\r\n\r\n public static get BlueFireColors(): Color3[] {\r\n return [new Color3(0.1, 0.0, 0.5), new Color3(0.0, 0.0, 0.5), new Color3(0.1, 0.0, 0.2), new Color3(0.0, 0.0, 1.0), new Color3(0.1, 0.2, 0.3), new Color3(0.0, 0.2, 0.9)];\r\n }\r\n\r\n @serialize()\r\n public get autoGenerateTime(): boolean {\r\n return this._autoGenerateTime;\r\n }\r\n\r\n public set autoGenerateTime(value: boolean) {\r\n this._autoGenerateTime = value;\r\n }\r\n\r\n public get fireColors(): Color3[] {\r\n return this._fireColors;\r\n }\r\n\r\n public set fireColors(value: Color3[]) {\r\n this._fireColors = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get time(): number {\r\n return this._time;\r\n }\r\n\r\n public set time(value: number) {\r\n this._time = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsVector2()\r\n public get speed(): Vector2 {\r\n return this._speed;\r\n }\r\n\r\n public set speed(value: Vector2) {\r\n this._speed = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get alphaThreshold(): number {\r\n return this._alphaThreshold;\r\n }\r\n\r\n public set alphaThreshold(value: number) {\r\n this._alphaThreshold = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this fire procedural texture\r\n * @returns a serialized fire procedural texture object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.FireProceduralTexture\";\r\n\r\n serializationObject.fireColors = [];\r\n for (let i = 0; i < this._fireColors.length; i++) {\r\n serializationObject.fireColors.push(this._fireColors[i].asArray());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Fire Procedural Texture from parsed fire 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 fire procedural texture information\r\n * @returns a parsed Fire Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => new FireProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps),\r\n parsedTexture,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n const colors: Color3[] = [];\r\n for (let i = 0; i < parsedTexture.fireColors.length; i++) {\r\n colors.push(Color3.FromArray(parsedTexture.fireColors[i]));\r\n }\r\n\r\n texture.fireColors = colors;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FireProceduralTexture\", FireProceduralTexture);\r\n"]}
package/fire/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/fire/index.ts"],"names":[],"mappings":"AAAA,cAAc,yBAAyB,CAAC","sourcesContent":["export * from \"./fireProceduralTexture\";"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/fire/index.ts"],"names":[],"mappings":"AAAA,cAAc,yBAAyB,CAAC","sourcesContent":["export * from \"./fireProceduralTexture\";\r\n"]}
@@ -1,8 +1,8 @@
1
- import { Color3 } 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";
1
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
2
+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
3
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
4
+ import { Scene } from "@babylonjs/core/scene.js";
5
+ import { Nullable } from "@babylonjs/core/types.js";
6
6
  import "./grassProceduralTexture.fragment";
7
7
  export declare class GrassProceduralTexture extends ProceduralTexture {
8
8
  private _grassColors;
@@ -1,5 +1,5 @@
1
1
  /** @hidden */
2
- export declare var grassProceduralTexturePixelShader: {
2
+ export declare const grassProceduralTexturePixelShader: {
3
3
  name: string;
4
4
  shader: string;
5
5
  };
@@ -1,6 +1,8 @@
1
+ // Do not edit.
1
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
- var name = 'grassProceduralTexturePixelShader';
3
- var shader = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
3
+ var name = "grassProceduralTexturePixelShader";
4
+ var shader = "precision highp float;varying vec2 vPosition;varying vec2 vUV;uniform vec3 herb1Color;uniform vec3 herb2Color;uniform vec3 herb3Color;uniform vec3 groundColor;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;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));color=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));color=mix(color,herb3Color,rand(gl_FragCoord.xy));color=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));gl_FragColor=vec4(color,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
5
+ // Sideeffect
4
6
  ShaderStore.ShadersStore[name] = shader;
5
7
  /** @hidden */
6
8
  export var grassProceduralTexturePixelShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"grassProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/grass/grassProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,mCAAmC,CAAC;AAC/C,IAAI,MAAM,GAAG,y+BAiCX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,iCAAiC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'grassProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var grassProceduralTexturePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"grassProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/grass/grassProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,IAAM,MAAM,GAAG,y7BASb,CAAC;AACH,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 = \"grassProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vPosition;varying vec2 vUV;uniform vec3 herb1Color;uniform vec3 herb2Color;uniform vec3 herb3Color;uniform vec3 groundColor;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;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));color=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));color=mix(color,herb3Color,rand(gl_FragCoord.xy));color=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));gl_FragColor=vec4(color,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const grassProceduralTexturePixelShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@ import { __decorate, __extends } from "tslib";
2
2
  import { serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
3
  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
4
  import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
5
- import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
5
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
6
6
  import "./grassProceduralTexture.fragment.js";
7
7
  var GrassProceduralTexture = /** @class */ (function (_super) {
8
8
  __extends(GrassProceduralTexture, _super);
@@ -10,11 +10,7 @@ var GrassProceduralTexture = /** @class */ (function (_super) {
10
10
  if (scene === void 0) { scene = null; }
11
11
  var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
12
12
  _this._groundColor = new Color3(1, 1, 1);
13
- _this._grassColors = [
14
- new Color3(0.29, 0.38, 0.02),
15
- new Color3(0.36, 0.49, 0.09),
16
- new Color3(0.51, 0.6, 0.28)
17
- ];
13
+ _this._grassColors = [new Color3(0.29, 0.38, 0.02), new Color3(0.36, 0.49, 0.09), new Color3(0.51, 0.6, 0.28)];
18
14
  _this.updateShaderUniforms();
19
15
  return _this;
20
16
  }
@@ -1 +1 @@
1
- {"version":3,"file":"grassProceduralTexture.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/grass/grassProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AACzF,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,OAAO,EAAE,iBAAiB,EAAE,MAAM,kEAAkE,CAAC;AAErG,OAAO,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAG/D,OAAO,mCAAmC,CAAC;AAE3C;IAA4C,0CAAiB;IAIzD,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,SASvF;QAZO,kBAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAKvC,KAAI,CAAC,YAAY,GAAG;YAChB,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC;YAC5B,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC;YAC5B,IAAI,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC;SAC9B,CAAC;QAEF,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,qDAAoB,GAA3B;QACI,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;IACrD,CAAC;IAED,sBAAW,+CAAW;aAAtB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;aAED,UAAuB,KAAe;YAClC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC1B,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,+CAAW;aAAtB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;aAED,UAAuB,KAAa;YAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC1B,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,0CAAS,GAAhB;QACI,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACjF,mBAAmB,CAAC,UAAU,GAAG,gCAAgC,CAAC;QAElE,mBAAmB,CAAC,WAAW,GAAG,EAAE,CAAC;QACrC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC/C,mBAAmB,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC;SACxE;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,4BAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAI,OAAO,GAAG,mBAAmB,CAAC,KAAK,CAAC,cAAM,OAAA,IAAI,sBAAsB,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAArH,CAAqH,EAAE,aAAa,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEpM,IAAI,MAAM,GAAa,EAAE,CAAC;QAC1B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACvD,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,aAAa,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAC/D;QAED,OAAO,CAAC,WAAW,GAAG,MAAM,CAAC;QAE7B,OAAO,OAAO,CAAC;IACnB,CAAC;IA3CD;QADC,iBAAiB,EAAE;6DAGnB;IA0CL,6BAAC;CAAA,AA7ED,CAA4C,iBAAiB,GA6E5D;SA7EY,sBAAsB;AA+EnC,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import { serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\n\r\nimport \"./grassProceduralTexture.fragment\";\r\n\r\nexport class GrassProceduralTexture extends ProceduralTexture {\r\n private _grassColors: Color3[];\r\n private _groundColor = new Color3(1, 1, 1);\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"grassProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n\r\n this._grassColors = [\r\n new Color3(0.29, 0.38, 0.02),\r\n new Color3(0.36, 0.49, 0.09),\r\n new Color3(0.51, 0.6, 0.28)\r\n ];\r\n\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor3(\"herb1Color\", this._grassColors[0]);\r\n this.setColor3(\"herb2Color\", this._grassColors[1]);\r\n this.setColor3(\"herb3Color\", this._grassColors[2]);\r\n this.setColor3(\"groundColor\", this._groundColor);\r\n }\r\n\r\n public get grassColors(): Color3[] {\r\n return this._grassColors;\r\n }\r\n\r\n public set grassColors(value: Color3[]) {\r\n this._grassColors = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get groundColor(): Color3 {\r\n return this._groundColor;\r\n }\r\n\r\n public set groundColor(value: Color3) {\r\n this._groundColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this grass procedural texture\r\n * @returns a serialized grass procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.GrassProceduralTexture\";\r\n\r\n serializationObject.grassColors = [];\r\n for (var i = 0; i < this._grassColors.length; i++) {\r\n serializationObject.grassColors.push(this._grassColors[i].asArray());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Grass Procedural Texture from parsed grass 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 grass procedural texture information\r\n * @returns a parsed Grass Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n var colors: Color3[] = [];\r\n for (var i = 0; i < parsedTexture.grassColors.length; i++) {\r\n colors.push(Color3.FromArray(parsedTexture.grassColors[i]));\r\n }\r\n\r\n texture.grassColors = colors;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GrassProceduralTexture\", GrassProceduralTexture);"]}
1
+ {"version":3,"file":"grassProceduralTexture.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/grass/grassProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,2CAA6B;AAC9E,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;IAIzD,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,SAKvF;QARO,kBAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAKvC,KAAI,CAAC,YAAY,GAAG,CAAC,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,EAAE,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,EAAE,IAAI,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;QAE9G,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,qDAAoB,GAA3B;QACI,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;IACrD,CAAC;IAED,sBAAW,+CAAW;aAAtB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;aAED,UAAuB,KAAe;YAClC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC1B,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,+CAAW;aAAtB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;aAED,UAAuB,KAAa;YAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC1B,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,mBAAmB,CAAC,WAAW,GAAG,EAAE,CAAC;QACrC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC/C,mBAAmB,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC;SACxE;QAED,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,IAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACvD,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,aAAa,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAC/D;QAED,OAAO,CAAC,WAAW,GAAG,MAAM,CAAC;QAE7B,OAAO,OAAO,CAAC;IACnB,CAAC;IAhDD;QADC,iBAAiB,EAAE;6DAGnB;IA+CL,6BAAC;CAAA,AA9ED,CAA4C,iBAAiB,GA8E5D;SA9EY,sBAAsB;AAgFnC,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import { serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Nullable } from \"core/types\";\r\n\r\nimport \"./grassProceduralTexture.fragment\";\r\n\r\nexport class GrassProceduralTexture extends ProceduralTexture {\r\n private _grassColors: Color3[];\r\n private _groundColor = new Color3(1, 1, 1);\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"grassProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n\r\n this._grassColors = [new Color3(0.29, 0.38, 0.02), new Color3(0.36, 0.49, 0.09), new Color3(0.51, 0.6, 0.28)];\r\n\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor3(\"herb1Color\", this._grassColors[0]);\r\n this.setColor3(\"herb2Color\", this._grassColors[1]);\r\n this.setColor3(\"herb3Color\", this._grassColors[2]);\r\n this.setColor3(\"groundColor\", this._groundColor);\r\n }\r\n\r\n public get grassColors(): Color3[] {\r\n return this._grassColors;\r\n }\r\n\r\n public set grassColors(value: Color3[]) {\r\n this._grassColors = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get groundColor(): Color3 {\r\n return this._groundColor;\r\n }\r\n\r\n public set groundColor(value: Color3) {\r\n this._groundColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this grass procedural texture\r\n * @returns a serialized grass procedural texture object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.GrassProceduralTexture\";\r\n\r\n serializationObject.grassColors = [];\r\n for (let i = 0; i < this._grassColors.length; i++) {\r\n serializationObject.grassColors.push(this._grassColors[i].asArray());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Grass Procedural Texture from parsed grass 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 grass procedural texture information\r\n * @returns a parsed Grass Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps),\r\n parsedTexture,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n const colors: Color3[] = [];\r\n for (let i = 0; i < parsedTexture.grassColors.length; i++) {\r\n colors.push(Color3.FromArray(parsedTexture.grassColors[i]));\r\n }\r\n\r\n texture.grassColors = colors;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GrassProceduralTexture\", GrassProceduralTexture);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/grass/index.ts"],"names":[],"mappings":"AAAA,cAAc,0BAA0B,CAAC","sourcesContent":["export * from \"./grassProceduralTexture\";"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/grass/index.ts"],"names":[],"mappings":"AAAA,cAAc,0BAA0B,CAAC","sourcesContent":["export * from \"./grassProceduralTexture\";\r\n"]}
package/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/proceduralTexturesLibrary/src/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,cAAc,CAAC;AAC7B,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC","sourcesContent":["export * from \"./brick/index\";\r\nexport * from \"./cloud/index\";\r\nexport * from \"./fire/index\";\r\nexport * from \"./grass/index\";\r\nexport * from \"./marble/index\";\r\nexport * from \"./normalMap/index\";\r\nexport * from \"./perlinNoise/index\";\r\nexport * from \"./road/index\";\r\nexport * from \"./starfield/index\";\r\nexport * from \"./wood/index\";"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/proceduralTextures/generated/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,cAAc,CAAC;AAC7B,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC","sourcesContent":["export * from \"./brick/index\";\r\nexport * from \"./cloud/index\";\r\nexport * from \"./fire/index\";\r\nexport * from \"./grass/index\";\r\nexport * from \"./marble/index\";\r\nexport * from \"./normalMap/index\";\r\nexport * from \"./perlinNoise/index\";\r\nexport * from \"./road/index\";\r\nexport * from \"./starfield/index\";\r\nexport * from \"./wood/index\";\r\n"]}
@@ -1 +1 @@
1
- export * from "../brick/index";
1
+ export * from "./brick/index.js";
@@ -1,13 +1,13 @@
1
- import * as proceduralTexture from "../brick/index.js";
1
+ import * as proceduralTexture from "./brick/index.js";
2
2
  /**
3
3
  * This is the entry point for the UMD module.
4
4
  * The entry point for a future ESM package should be index.ts
5
5
  */
6
- var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
6
+ var globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
7
7
  if (typeof globalObject !== "undefined") {
8
8
  for (var key in proceduralTexture) {
9
9
  globalObject.BABYLON[key] = proceduralTexture[key];
10
10
  }
11
11
  }
12
- export * from "../brick/index.js";
12
+ export * from "./brick/index.js";
13
13
  //# sourceMappingURL=legacy-brick.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"legacy-brick.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/legacy/legacy-brick.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,iBAAiB,MAAM,gBAAgB,CAAC;AAEpD;;;GAGG;AACH,IAAI,YAAY,GAAG,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;AACrH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAI,GAAG,IAAI,iBAAiB,EAAE;QACzB,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,iBAAkB,CAAC,GAAG,CAAC,CAAC;KACpE;CACJ;AAED,cAAc,gBAAgB,CAAC","sourcesContent":["import * as proceduralTexture from \"../brick/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nvar globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);\r\nif (typeof globalObject !== \"undefined\") {\r\n for (var key in proceduralTexture) {\r\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\r\n }\r\n}\r\n\r\nexport * from \"../brick/index\";"]}
1
+ {"version":3,"file":"legacy-brick.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-brick.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,iBAAiB,yBAAwC;AAErE;;;GAGG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAM,GAAG,IAAI,iBAAiB,EAAE;QAC3B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,iBAAkB,CAAC,GAAG,CAAC,CAAC;KACpE;CACJ;AAED,iCAAgD","sourcesContent":["import * as proceduralTexture from \"procedural-textures/brick/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const key in proceduralTexture) {\r\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\r\n }\r\n}\r\n\r\nexport * from \"procedural-textures/brick/index\";\r\n"]}
@@ -1 +1 @@
1
- export * from "../cloud/index";
1
+ export * from "./cloud/index.js";