@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 +1 @@
1
- {"version":3,"file":"woodProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/wood/woodProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,kCAAkC,CAAC;AAC9C,IAAI,MAAM,GAAG,2xBA6BX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,gCAAgC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'woodProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var woodProceduralTexturePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"woodProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/wood/woodProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,IAAM,MAAM,GAAG,mvBASb,CAAC;AACH,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 = \"woodProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vPosition;varying vec2 vUV;uniform float ampScale;uniform vec3 woodColor;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\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));vec3 wood=woodColor*ratioy;gl_FragColor=vec4(wood,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const woodProceduralTexturePixelShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@ import { __decorate, __extends } from "tslib";
2
2
  import { serialize, 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 "./woodProceduralTexture.fragment.js";
7
7
  var WoodProceduralTexture = /** @class */ (function (_super) {
8
8
  __extends(WoodProceduralTexture, _super);
@@ -1 +1 @@
1
- {"version":3,"file":"woodProceduralTexture.js","sourceRoot":"","sources":["../../../sourceES6/proceduralTexturesLibrary/src/wood/woodProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AACpG,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,OAAO,EAAE,iBAAiB,EAAE,MAAM,kEAAkE,CAAC;AAErG,OAAO,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAE/D,OAAO,kCAAkC,CAAC;AAE1C;IAA2C,yCAAiB;IAIxD,+BAAY,IAAY,EAAE,IAAY,EAAE,KAA6B,EAAE,eAAyB,EAAE,eAAyB;QAAnF,sBAAA,EAAA,YAA6B;QAArE,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,SAEtF;QANO,eAAS,GAAW,KAAK,CAAC;QAC1B,gBAAU,GAAW,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAItD,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,oDAAoB,GAA3B;QACI,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IAGD,sBAAW,2CAAQ;aAAnB;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;aAED,UAAoB,KAAa;YAC7B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;YACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,4CAAS;aAApB;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAa;YAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,yCAAS,GAAhB;QACI,IAAI,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACjF,mBAAmB,CAAC,UAAU,GAAG,+BAA+B,CAAC;QAEjE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,2BAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAI,OAAO,GAAG,mBAAmB,CAAC,KAAK,CAAC,cAAM,OAAA,IAAI,qBAAqB,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAApH,CAAoH,EAAE,aAAa,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEnM,OAAO,OAAO,CAAC;IACnB,CAAC;IAzCD;QADC,SAAS,EAAE;yDAGX;IAQD;QADC,iBAAiB,EAAE;0DAGnB;IA8BL,4BAAC;CAAA,AAzDD,CAA2C,iBAAiB,GAyD3D;SAzDY,qBAAqB;AA2DlC,aAAa,CAAC,+BAA+B,EAAE,qBAAqB,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport \"./woodProceduralTexture.fragment\";\r\n\r\nexport class WoodProceduralTexture extends ProceduralTexture {\r\n private _ampScale: number = 100.0;\r\n private _woodColor: Color3 = new Color3(0.32, 0.17, 0.09);\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"woodProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"ampScale\", this._ampScale);\r\n this.setColor3(\"woodColor\", this._woodColor);\r\n }\r\n\r\n @serialize()\r\n public get ampScale(): number {\r\n return this._ampScale;\r\n }\r\n\r\n public set ampScale(value: number) {\r\n this._ampScale = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get woodColor(): Color3 {\r\n return this._woodColor;\r\n }\r\n\r\n public set woodColor(value: Color3) {\r\n this._woodColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this wood procedural texture\r\n * @returns a serialized wood procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.WoodProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Wood Procedural Texture from parsed wood procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing wood procedural texture information\r\n * @returns a parsed Wood Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WoodProceduralTexture\", WoodProceduralTexture);"]}
1
+ {"version":3,"file":"woodProceduralTexture.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/wood/woodProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,2CAA6B;AACzF,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C,OAAO,EAAE,iBAAiB,EAAE,4EAA8D;AAE1F,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAEpD,OAAO,kCAAkC,CAAC;AAE1C;IAA2C,yCAAiB;IAIxD,+BAAY,IAAY,EAAE,IAAY,EAAE,KAA6B,EAAE,eAAyB,EAAE,eAAyB;QAAnF,sBAAA,EAAA,YAA6B;QAArE,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,SAEtF;QANO,eAAS,GAAW,KAAK,CAAC;QAC1B,gBAAU,GAAW,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAItD,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,oDAAoB,GAA3B;QACI,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IAGD,sBAAW,2CAAQ;aAAnB;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;aAED,UAAoB,KAAa;YAC7B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;YACvB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,4CAAS;aAApB;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAa;YAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,yCAAS,GAAhB;QACI,IAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACnF,mBAAmB,CAAC,UAAU,GAAG,+BAA+B,CAAC;QAEjE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,2BAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAM,OAAO,GAAG,mBAAmB,CAAC,KAAK,CACrC,cAAM,OAAA,IAAI,qBAAqB,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAApH,CAAoH,EAC1H,aAAa,EACb,KAAK,EACL,OAAO,CACV,CAAC;QAEF,OAAO,OAAO,CAAC;IACnB,CAAC;IA9CD;QADC,SAAS,EAAE;yDAGX;IAQD;QADC,iBAAiB,EAAE;0DAGnB;IAmCL,4BAAC;CAAA,AA9DD,CAA2C,iBAAiB,GA8D3D;SA9DY,qBAAqB;AAgElC,aAAa,CAAC,+BAA+B,EAAE,qBAAqB,CAAC,CAAC","sourcesContent":["import { 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\nimport \"./woodProceduralTexture.fragment\";\r\n\r\nexport class WoodProceduralTexture extends ProceduralTexture {\r\n private _ampScale: number = 100.0;\r\n private _woodColor: Color3 = new Color3(0.32, 0.17, 0.09);\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"woodProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"ampScale\", this._ampScale);\r\n this.setColor3(\"woodColor\", this._woodColor);\r\n }\r\n\r\n @serialize()\r\n public get ampScale(): number {\r\n return this._ampScale;\r\n }\r\n\r\n public set ampScale(value: number) {\r\n this._ampScale = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get woodColor(): Color3 {\r\n return this._woodColor;\r\n }\r\n\r\n public set woodColor(value: Color3) {\r\n this._woodColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this wood procedural texture\r\n * @returns a serialized wood procedural texture object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.WoodProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Wood Procedural Texture from parsed wood procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing wood procedural texture information\r\n * @returns a parsed Wood Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => new WoodProceduralTexture(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.WoodProceduralTexture\", WoodProceduralTexture);\r\n"]}