@babylonjs/procedural-textures 5.0.0-rc.6 → 5.0.0

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Files changed (108) hide show
  1. package/brick/brickProceduralTexture.d.ts +35 -35
  2. package/brick/brickProceduralTexture.fragment.d.ts +5 -5
  3. package/brick/brickProceduralTexture.fragment.js +8 -8
  4. package/brick/brickProceduralTexture.js +104 -104
  5. package/brick/brickProceduralTexture.js.map +1 -1
  6. package/brick/index.d.ts +1 -1
  7. package/brick/index.js +1 -1
  8. package/cloud/cloudProceduralTexture.d.ts +35 -35
  9. package/cloud/cloudProceduralTexture.fragment.d.ts +5 -5
  10. package/cloud/cloudProceduralTexture.fragment.js +8 -8
  11. package/cloud/cloudProceduralTexture.js +104 -104
  12. package/cloud/cloudProceduralTexture.js.map +1 -1
  13. package/cloud/index.d.ts +1 -1
  14. package/cloud/index.js +1 -1
  15. package/fire/fireProceduralTexture.d.ts +44 -44
  16. package/fire/fireProceduralTexture.fragment.d.ts +5 -5
  17. package/fire/fireProceduralTexture.fragment.js +8 -8
  18. package/fire/fireProceduralTexture.js +166 -166
  19. package/fire/fireProceduralTexture.js.map +1 -1
  20. package/fire/index.d.ts +1 -1
  21. package/fire/index.js +1 -1
  22. package/grass/grassProceduralTexture.d.ts +29 -29
  23. package/grass/grassProceduralTexture.fragment.d.ts +5 -5
  24. package/grass/grassProceduralTexture.fragment.js +8 -8
  25. package/grass/grassProceduralTexture.js +80 -80
  26. package/grass/grassProceduralTexture.js.map +1 -1
  27. package/grass/index.d.ts +1 -1
  28. package/grass/index.js +1 -1
  29. package/index.d.ts +10 -10
  30. package/index.js +11 -10
  31. package/index.js.map +1 -1
  32. package/legacy/legacy-brick.d.ts +1 -1
  33. package/legacy/legacy-brick.js +13 -12
  34. package/legacy/legacy-brick.js.map +1 -1
  35. package/legacy/legacy-cloud.d.ts +1 -1
  36. package/legacy/legacy-cloud.js +13 -12
  37. package/legacy/legacy-cloud.js.map +1 -1
  38. package/legacy/legacy-fire.d.ts +1 -1
  39. package/legacy/legacy-fire.js +13 -12
  40. package/legacy/legacy-fire.js.map +1 -1
  41. package/legacy/legacy-grass.d.ts +1 -1
  42. package/legacy/legacy-grass.js +13 -12
  43. package/legacy/legacy-grass.js.map +1 -1
  44. package/legacy/legacy-marble.d.ts +1 -1
  45. package/legacy/legacy-marble.js +13 -12
  46. package/legacy/legacy-marble.js.map +1 -1
  47. package/legacy/legacy-normalMap.d.ts +1 -1
  48. package/legacy/legacy-normalMap.js +13 -12
  49. package/legacy/legacy-normalMap.js.map +1 -1
  50. package/legacy/legacy-perlinNoise.d.ts +1 -1
  51. package/legacy/legacy-perlinNoise.js +13 -12
  52. package/legacy/legacy-perlinNoise.js.map +1 -1
  53. package/legacy/legacy-road.d.ts +1 -1
  54. package/legacy/legacy-road.js +13 -12
  55. package/legacy/legacy-road.js.map +1 -1
  56. package/legacy/legacy-starfield.d.ts +1 -1
  57. package/legacy/legacy-starfield.js +13 -12
  58. package/legacy/legacy-starfield.js.map +1 -1
  59. package/legacy/legacy-wood.d.ts +1 -1
  60. package/legacy/legacy-wood.js +13 -12
  61. package/legacy/legacy-wood.js.map +1 -1
  62. package/legacy/legacy.d.ts +1 -1
  63. package/legacy/legacy.js +16 -15
  64. package/legacy/legacy.js.map +1 -1
  65. package/license.md +71 -0
  66. package/marble/index.d.ts +1 -1
  67. package/marble/index.js +1 -1
  68. package/marble/marbleProceduralTexture.d.ts +35 -35
  69. package/marble/marbleProceduralTexture.fragment.d.ts +5 -5
  70. package/marble/marbleProceduralTexture.fragment.js +8 -8
  71. package/marble/marbleProceduralTexture.js +104 -104
  72. package/marble/marbleProceduralTexture.js.map +1 -1
  73. package/normalMap/index.d.ts +1 -1
  74. package/normalMap/index.js +1 -1
  75. package/normalMap/normalMapProceduralTexture.d.ts +28 -28
  76. package/normalMap/normalMapProceduralTexture.fragment.d.ts +5 -5
  77. package/normalMap/normalMapProceduralTexture.fragment.js +8 -8
  78. package/normalMap/normalMapProceduralTexture.js +69 -69
  79. package/normalMap/normalMapProceduralTexture.js.map +1 -1
  80. package/package.json +24 -5
  81. package/perlinNoise/index.d.ts +1 -1
  82. package/perlinNoise/index.js +1 -1
  83. package/perlinNoise/perlinNoiseProceduralTexture.d.ts +28 -28
  84. package/perlinNoise/perlinNoiseProceduralTexture.fragment.d.ts +5 -5
  85. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js +8 -8
  86. package/perlinNoise/perlinNoiseProceduralTexture.js +69 -69
  87. package/perlinNoise/perlinNoiseProceduralTexture.js.map +1 -1
  88. package/road/index.d.ts +1 -1
  89. package/road/index.js +1 -1
  90. package/road/roadProceduralTexture.d.ts +26 -26
  91. package/road/roadProceduralTexture.fragment.d.ts +5 -5
  92. package/road/roadProceduralTexture.fragment.js +8 -8
  93. package/road/roadProceduralTexture.js +56 -56
  94. package/road/roadProceduralTexture.js.map +1 -1
  95. package/starfield/index.d.ts +1 -1
  96. package/starfield/index.js +1 -1
  97. package/starfield/starfieldProceduralTexture.d.ts +55 -55
  98. package/starfield/starfieldProceduralTexture.fragment.d.ts +5 -5
  99. package/starfield/starfieldProceduralTexture.fragment.js +8 -8
  100. package/starfield/starfieldProceduralTexture.js +215 -215
  101. package/starfield/starfieldProceduralTexture.js.map +1 -1
  102. package/wood/index.d.ts +1 -1
  103. package/wood/index.js +1 -1
  104. package/wood/woodProceduralTexture.d.ts +29 -29
  105. package/wood/woodProceduralTexture.fragment.d.ts +5 -5
  106. package/wood/woodProceduralTexture.fragment.js +8 -8
  107. package/wood/woodProceduralTexture.js +72 -72
  108. package/wood/woodProceduralTexture.js.map +1 -1
@@ -1,35 +1,35 @@
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
- import "./brickProceduralTexture.fragment";
7
- export declare class BrickProceduralTexture extends ProceduralTexture {
8
- private _numberOfBricksHeight;
9
- private _numberOfBricksWidth;
10
- private _jointColor;
11
- private _brickColor;
12
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
13
- updateShaderUniforms(): void;
14
- get numberOfBricksHeight(): number;
15
- set numberOfBricksHeight(value: number);
16
- get numberOfBricksWidth(): number;
17
- set numberOfBricksWidth(value: number);
18
- get jointColor(): Color3;
19
- set jointColor(value: Color3);
20
- get brickColor(): Color3;
21
- set brickColor(value: Color3);
22
- /**
23
- * Serializes this brick procedural texture
24
- * @returns a serialized brick procedural texture object
25
- */
26
- serialize(): any;
27
- /**
28
- * Creates a Brick Procedural Texture from parsed brick procedural texture data
29
- * @param parsedTexture defines parsed texture data
30
- * @param scene defines the current scene
31
- * @param rootUrl defines the root URL containing brick procedural texture information
32
- * @returns a parsed Brick Procedural Texture
33
- */
34
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture;
35
- }
1
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
2
+ import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
3
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
4
+ import type { Scene } from "@babylonjs/core/scene.js";
5
+ import type { Nullable } from "@babylonjs/core/types.js";
6
+ import "./brickProceduralTexture.fragment";
7
+ export declare class BrickProceduralTexture extends ProceduralTexture {
8
+ private _numberOfBricksHeight;
9
+ private _numberOfBricksWidth;
10
+ private _jointColor;
11
+ private _brickColor;
12
+ constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
13
+ updateShaderUniforms(): void;
14
+ get numberOfBricksHeight(): number;
15
+ set numberOfBricksHeight(value: number);
16
+ get numberOfBricksWidth(): number;
17
+ set numberOfBricksWidth(value: number);
18
+ get jointColor(): Color3;
19
+ set jointColor(value: Color3);
20
+ get brickColor(): Color3;
21
+ set brickColor(value: Color3);
22
+ /**
23
+ * Serializes this brick procedural texture
24
+ * @returns a serialized brick procedural texture object
25
+ */
26
+ serialize(): any;
27
+ /**
28
+ * Creates a Brick Procedural Texture from parsed brick procedural texture data
29
+ * @param parsedTexture defines parsed texture data
30
+ * @param scene defines the current scene
31
+ * @param rootUrl defines the root URL containing brick procedural texture information
32
+ * @returns a parsed Brick Procedural Texture
33
+ */
34
+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture;
35
+ }
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare const brickProceduralTexturePixelShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const brickProceduralTexturePixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,9 +1,9 @@
1
- // Do not edit.
2
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- var name = "brickProceduralTexturePixelShader";
4
- 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
6
- ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
8
- export var brickProceduralTexturePixelShader = { name: name, shader: shader };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "brickProceduralTexturePixelShader";
4
+ 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
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var brickProceduralTexturePixelShader = { name: name, shader: shader };
9
9
  //# sourceMappingURL=brickProceduralTexture.fragment.js.map
@@ -1,105 +1,105 @@
1
- import { __decorate, __extends } from "tslib";
2
- import { serialize, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
- import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
5
- import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
6
- import "./brickProceduralTexture.fragment.js";
7
- var BrickProceduralTexture = /** @class */ (function (_super) {
8
- __extends(BrickProceduralTexture, _super);
9
- function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
10
- if (scene === void 0) { scene = null; }
11
- var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
12
- _this._numberOfBricksHeight = 15;
13
- _this._numberOfBricksWidth = 5;
14
- _this._jointColor = new Color3(0.72, 0.72, 0.72);
15
- _this._brickColor = new Color3(0.77, 0.47, 0.4);
16
- _this.updateShaderUniforms();
17
- return _this;
18
- }
19
- BrickProceduralTexture.prototype.updateShaderUniforms = function () {
20
- this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
21
- this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
22
- this.setColor3("brickColor", this._brickColor);
23
- this.setColor3("jointColor", this._jointColor);
24
- };
25
- Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
26
- get: function () {
27
- return this._numberOfBricksHeight;
28
- },
29
- set: function (value) {
30
- this._numberOfBricksHeight = value;
31
- this.updateShaderUniforms();
32
- },
33
- enumerable: false,
34
- configurable: true
35
- });
36
- Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
37
- get: function () {
38
- return this._numberOfBricksWidth;
39
- },
40
- set: function (value) {
41
- this._numberOfBricksWidth = value;
42
- this.updateShaderUniforms();
43
- },
44
- enumerable: false,
45
- configurable: true
46
- });
47
- Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
48
- get: function () {
49
- return this._jointColor;
50
- },
51
- set: function (value) {
52
- this._jointColor = value;
53
- this.updateShaderUniforms();
54
- },
55
- enumerable: false,
56
- configurable: true
57
- });
58
- Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
59
- get: function () {
60
- return this._brickColor;
61
- },
62
- set: function (value) {
63
- this._brickColor = value;
64
- this.updateShaderUniforms();
65
- },
66
- enumerable: false,
67
- configurable: true
68
- });
69
- /**
70
- * Serializes this brick procedural texture
71
- * @returns a serialized brick procedural texture object
72
- */
73
- BrickProceduralTexture.prototype.serialize = function () {
74
- var serializationObject = SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
75
- serializationObject.customType = "BABYLON.BrickProceduralTexture";
76
- return serializationObject;
77
- };
78
- /**
79
- * Creates a Brick Procedural Texture from parsed brick procedural texture data
80
- * @param parsedTexture defines parsed texture data
81
- * @param scene defines the current scene
82
- * @param rootUrl defines the root URL containing brick procedural texture information
83
- * @returns a parsed Brick Procedural Texture
84
- */
85
- BrickProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
86
- var texture = SerializationHelper.Parse(function () { return new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
87
- return texture;
88
- };
89
- __decorate([
90
- serialize()
91
- ], BrickProceduralTexture.prototype, "numberOfBricksHeight", null);
92
- __decorate([
93
- serialize()
94
- ], BrickProceduralTexture.prototype, "numberOfBricksWidth", null);
95
- __decorate([
96
- serializeAsColor3()
97
- ], BrickProceduralTexture.prototype, "jointColor", null);
98
- __decorate([
99
- serializeAsColor3()
100
- ], BrickProceduralTexture.prototype, "brickColor", null);
101
- return BrickProceduralTexture;
102
- }(ProceduralTexture));
103
- export { BrickProceduralTexture };
104
- RegisterClass("BABYLON.BrickProceduralTexture", BrickProceduralTexture);
1
+ import { __decorate, __extends } from "tslib";
2
+ import { serialize, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
5
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
6
+ import "./brickProceduralTexture.fragment.js";
7
+ var BrickProceduralTexture = /** @class */ (function (_super) {
8
+ __extends(BrickProceduralTexture, _super);
9
+ function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
10
+ if (scene === void 0) { scene = null; }
11
+ var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
12
+ _this._numberOfBricksHeight = 15;
13
+ _this._numberOfBricksWidth = 5;
14
+ _this._jointColor = new Color3(0.72, 0.72, 0.72);
15
+ _this._brickColor = new Color3(0.77, 0.47, 0.4);
16
+ _this.updateShaderUniforms();
17
+ return _this;
18
+ }
19
+ BrickProceduralTexture.prototype.updateShaderUniforms = function () {
20
+ this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
21
+ this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
22
+ this.setColor3("brickColor", this._brickColor);
23
+ this.setColor3("jointColor", this._jointColor);
24
+ };
25
+ Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
26
+ get: function () {
27
+ return this._numberOfBricksHeight;
28
+ },
29
+ set: function (value) {
30
+ this._numberOfBricksHeight = value;
31
+ this.updateShaderUniforms();
32
+ },
33
+ enumerable: false,
34
+ configurable: true
35
+ });
36
+ Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
37
+ get: function () {
38
+ return this._numberOfBricksWidth;
39
+ },
40
+ set: function (value) {
41
+ this._numberOfBricksWidth = value;
42
+ this.updateShaderUniforms();
43
+ },
44
+ enumerable: false,
45
+ configurable: true
46
+ });
47
+ Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
48
+ get: function () {
49
+ return this._jointColor;
50
+ },
51
+ set: function (value) {
52
+ this._jointColor = value;
53
+ this.updateShaderUniforms();
54
+ },
55
+ enumerable: false,
56
+ configurable: true
57
+ });
58
+ Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
59
+ get: function () {
60
+ return this._brickColor;
61
+ },
62
+ set: function (value) {
63
+ this._brickColor = value;
64
+ this.updateShaderUniforms();
65
+ },
66
+ enumerable: false,
67
+ configurable: true
68
+ });
69
+ /**
70
+ * Serializes this brick procedural texture
71
+ * @returns a serialized brick procedural texture object
72
+ */
73
+ BrickProceduralTexture.prototype.serialize = function () {
74
+ var serializationObject = SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
75
+ serializationObject.customType = "BABYLON.BrickProceduralTexture";
76
+ return serializationObject;
77
+ };
78
+ /**
79
+ * Creates a Brick Procedural Texture from parsed brick procedural texture data
80
+ * @param parsedTexture defines parsed texture data
81
+ * @param scene defines the current scene
82
+ * @param rootUrl defines the root URL containing brick procedural texture information
83
+ * @returns a parsed Brick Procedural Texture
84
+ */
85
+ BrickProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
86
+ var texture = SerializationHelper.Parse(function () { return new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
87
+ return texture;
88
+ };
89
+ __decorate([
90
+ serialize()
91
+ ], BrickProceduralTexture.prototype, "numberOfBricksHeight", null);
92
+ __decorate([
93
+ serialize()
94
+ ], BrickProceduralTexture.prototype, "numberOfBricksWidth", null);
95
+ __decorate([
96
+ serializeAsColor3()
97
+ ], BrickProceduralTexture.prototype, "jointColor", null);
98
+ __decorate([
99
+ serializeAsColor3()
100
+ ], BrickProceduralTexture.prototype, "brickColor", null);
101
+ return BrickProceduralTexture;
102
+ }(ProceduralTexture));
103
+ export { BrickProceduralTexture };
104
+ RegisterClass("BABYLON.BrickProceduralTexture", BrickProceduralTexture);
105
105
  //# sourceMappingURL=brickProceduralTexture.js.map
@@ -1 +1 @@
1
- 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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
+ {"version":3,"file":"brickProceduralTexture.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/brick/brickProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,2CAA6B;AACzF,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C,OAAO,EAAE,iBAAiB,EAAE,4EAA8D;AAE1F,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAGpD,OAAO,mCAAmC,CAAC;AAE3C;IAA4C,0CAAiB;IAMzD,gCAAY,IAAY,EAAE,IAAY,EAAE,KAA6B,EAAE,eAAyB,EAAE,eAAyB;QAAnF,sBAAA,EAAA,YAA6B;QAArE,YACI,kBAAM,IAAI,EAAE,IAAI,EAAE,wBAAwB,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,SAEvF;QARO,2BAAqB,GAAW,EAAE,CAAC;QACnC,0BAAoB,GAAW,CAAC,CAAC;QACjC,iBAAW,GAAG,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAC3C,iBAAW,GAAG,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;QAI9C,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,qDAAoB,GAA3B;QACI,IAAI,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAClE,IAAI,CAAC,QAAQ,CAAC,qBAAqB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAChE,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAC/C,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;IACnD,CAAC;IAGD,sBAAW,wDAAoB;aAA/B;YACI,OAAO,IAAI,CAAC,qBAAqB,CAAC;QACtC,CAAC;aAED,UAAgC,KAAa;YACzC,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC;YACnC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,uDAAmB;aAA9B;YACI,OAAO,IAAI,CAAC,oBAAoB,CAAC;QACrC,CAAC;aAED,UAA+B,KAAa;YACxC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;YAClC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,8CAAU;aAArB;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAa;YAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,8CAAU;aAArB;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAa;YAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAOD;;;OAGG;IACI,0CAAS,GAAhB;QACI,IAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAM,SAAS,WAAE,CAAC,CAAC;QACnF,mBAAmB,CAAC,UAAU,GAAG,gCAAgC,CAAC;QAElE,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACW,4BAAK,GAAnB,UAAoB,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,IAAM,OAAO,GAAG,mBAAmB,CAAC,KAAK,CACrC,cAAM,OAAA,IAAI,sBAAsB,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAArH,CAAqH,EAC3H,aAAa,EACb,KAAK,EACL,OAAO,CACV,CAAC;QAEF,OAAO,OAAO,CAAC;IACnB,CAAC;IAlED;QADC,SAAS,EAAE;sEAGX;IAQD;QADC,SAAS,EAAE;qEAGX;IAQD;QADC,iBAAiB,EAAE;4DAGnB;IAQD;QADC,iBAAiB,EAAE;4DAGnB;IAmCL,6BAAC;CAAA,AAtFD,CAA4C,iBAAiB,GAsF5D;SAtFY,sBAAsB;AAwFnC,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport \"./brickProceduralTexture.fragment\";\r\n\r\nexport class BrickProceduralTexture extends ProceduralTexture {\r\n private _numberOfBricksHeight: number = 15;\r\n private _numberOfBricksWidth: number = 5;\r\n private _jointColor = new Color3(0.72, 0.72, 0.72);\r\n private _brickColor = new Color3(0.77, 0.47, 0.4);\r\n\r\n constructor(name: string, size: number, scene: Nullable<Scene> = null, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"brickProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"numberOfBricksHeight\", this._numberOfBricksHeight);\r\n this.setFloat(\"numberOfBricksWidth\", this._numberOfBricksWidth);\r\n this.setColor3(\"brickColor\", this._brickColor);\r\n this.setColor3(\"jointColor\", this._jointColor);\r\n }\r\n\r\n @serialize()\r\n public get numberOfBricksHeight(): number {\r\n return this._numberOfBricksHeight;\r\n }\r\n\r\n public set numberOfBricksHeight(value: number) {\r\n this._numberOfBricksHeight = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get numberOfBricksWidth(): number {\r\n return this._numberOfBricksWidth;\r\n }\r\n\r\n public set numberOfBricksWidth(value: number) {\r\n this._numberOfBricksWidth = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get jointColor(): Color3 {\r\n return this._jointColor;\r\n }\r\n\r\n public set jointColor(value: Color3) {\r\n this._jointColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get brickColor(): Color3 {\r\n return this._brickColor;\r\n }\r\n\r\n public set brickColor(value: Color3) {\r\n this._brickColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this brick procedural texture\r\n * @returns a serialized brick procedural texture object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.BrickProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Brick Procedural Texture from parsed brick procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing brick procedural texture information\r\n * @returns a parsed Brick Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps),\r\n parsedTexture,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BrickProceduralTexture\", BrickProceduralTexture);\r\n"]}
package/brick/index.d.ts CHANGED
@@ -1 +1 @@
1
- export * from "./brickProceduralTexture";
1
+ export * from "./brickProceduralTexture";
package/brick/index.js CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./brickProceduralTexture.js";
1
+ export * from "./brickProceduralTexture.js";
2
2
  //# sourceMappingURL=index.js.map
@@ -1,35 +1,35 @@
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
- import "./cloudProceduralTexture.fragment";
7
- export declare class CloudProceduralTexture extends ProceduralTexture {
8
- private _skyColor;
9
- private _cloudColor;
10
- private _amplitude;
11
- private _numOctaves;
12
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
13
- updateShaderUniforms(): void;
14
- get skyColor(): Color4;
15
- set skyColor(value: Color4);
16
- get cloudColor(): Color4;
17
- set cloudColor(value: Color4);
18
- get amplitude(): number;
19
- set amplitude(value: number);
20
- get numOctaves(): number;
21
- set numOctaves(value: number);
22
- /**
23
- * Serializes this cloud procedural texture
24
- * @returns a serialized cloud procedural texture object
25
- */
26
- serialize(): any;
27
- /**
28
- * Creates a Cloud Procedural Texture from parsed cloud procedural texture data
29
- * @param parsedTexture defines parsed texture data
30
- * @param scene defines the current scene
31
- * @param rootUrl defines the root URL containing cloud procedural texture information
32
- * @returns a parsed Cloud Procedural Texture
33
- */
34
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture;
35
- }
1
+ import { Color4 } from "@babylonjs/core/Maths/math.color.js";
2
+ import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
3
+ import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
4
+ import type { Scene } from "@babylonjs/core/scene.js";
5
+ import type { Nullable } from "@babylonjs/core/types.js";
6
+ import "./cloudProceduralTexture.fragment";
7
+ export declare class CloudProceduralTexture extends ProceduralTexture {
8
+ private _skyColor;
9
+ private _cloudColor;
10
+ private _amplitude;
11
+ private _numOctaves;
12
+ constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
13
+ updateShaderUniforms(): void;
14
+ get skyColor(): Color4;
15
+ set skyColor(value: Color4);
16
+ get cloudColor(): Color4;
17
+ set cloudColor(value: Color4);
18
+ get amplitude(): number;
19
+ set amplitude(value: number);
20
+ get numOctaves(): number;
21
+ set numOctaves(value: number);
22
+ /**
23
+ * Serializes this cloud procedural texture
24
+ * @returns a serialized cloud procedural texture object
25
+ */
26
+ serialize(): any;
27
+ /**
28
+ * Creates a Cloud Procedural Texture from parsed cloud procedural texture data
29
+ * @param parsedTexture defines parsed texture data
30
+ * @param scene defines the current scene
31
+ * @param rootUrl defines the root URL containing cloud procedural texture information
32
+ * @returns a parsed Cloud Procedural Texture
33
+ */
34
+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture;
35
+ }
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare const cloudProceduralTexturePixelShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const cloudProceduralTexturePixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,9 +1,9 @@
1
- // Do not edit.
2
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- var name = "cloudProceduralTexturePixelShader";
4
- var shader = "precision highp float;varying vec2 vUV;uniform vec4 skyColor;uniform vec4 cloudColor;uniform float amplitude;uniform int numOctaves;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,ampl=amplitude;\n#ifdef WEBGL2\nfor (int i=0; i<numOctaves; i++) {\n#else\nfor (int i=0; i<4; i++) {\n#endif\ntotal+=noise(n)*ampl;n+=n;ampl*=0.5;}\nreturn total;}\nvoid main() {vec2 p=vUV*12.0;vec4 c=mix(skyColor,cloudColor,fbm(p));gl_FragColor=c;}\n";
5
- // Sideeffect
6
- ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
8
- export var cloudProceduralTexturePixelShader = { name: name, shader: shader };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "cloudProceduralTexturePixelShader";
4
+ var shader = "precision highp float;varying vec2 vUV;uniform vec4 skyColor;uniform vec4 cloudColor;uniform float amplitude;uniform int numOctaves;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,ampl=amplitude;\n#ifdef WEBGL2\nfor (int i=0; i<numOctaves; i++) {\n#else\nfor (int i=0; i<4; i++) {\n#endif\ntotal+=noise(n)*ampl;n+=n;ampl*=0.5;}\nreturn total;}\nvoid main() {vec2 p=vUV*12.0;vec4 c=mix(skyColor,cloudColor,fbm(p));gl_FragColor=c;}\n";
5
+ // Sideeffect
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+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var cloudProceduralTexturePixelShader = { name: name, shader: shader };
9
9
  //# sourceMappingURL=cloudProceduralTexture.fragment.js.map