@babylonjs/procedural-textures 5.20.0 → 5.22.1

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Files changed (63) hide show
  1. package/brick/brickProceduralTexture.fragment.js +16 -3
  2. package/brick/brickProceduralTexture.fragment.js.map +1 -1
  3. package/brick/brickProceduralTexture.js +58 -79
  4. package/brick/brickProceduralTexture.js.map +1 -1
  5. package/cloud/cloudProceduralTexture.fragment.js +14 -3
  6. package/cloud/cloudProceduralTexture.fragment.js.map +1 -1
  7. package/cloud/cloudProceduralTexture.js +58 -79
  8. package/cloud/cloudProceduralTexture.js.map +1 -1
  9. package/fire/fireProceduralTexture.fragment.js +7 -3
  10. package/fire/fireProceduralTexture.fragment.js.map +1 -1
  11. package/fire/fireProceduralTexture.js +85 -126
  12. package/fire/fireProceduralTexture.js.map +1 -1
  13. package/grass/grassProceduralTexture.fragment.js +12 -3
  14. package/grass/grassProceduralTexture.fragment.js.map +1 -1
  15. package/grass/grassProceduralTexture.js +36 -49
  16. package/grass/grassProceduralTexture.js.map +1 -1
  17. package/legacy/legacy-brick.js +2 -2
  18. package/legacy/legacy-brick.js.map +1 -1
  19. package/legacy/legacy-cloud.js +2 -2
  20. package/legacy/legacy-cloud.js.map +1 -1
  21. package/legacy/legacy-fire.js +2 -2
  22. package/legacy/legacy-fire.js.map +1 -1
  23. package/legacy/legacy-grass.js +2 -2
  24. package/legacy/legacy-grass.js.map +1 -1
  25. package/legacy/legacy-marble.js +2 -2
  26. package/legacy/legacy-marble.js.map +1 -1
  27. package/legacy/legacy-normalMap.js +2 -2
  28. package/legacy/legacy-normalMap.js.map +1 -1
  29. package/legacy/legacy-perlinNoise.js +2 -2
  30. package/legacy/legacy-perlinNoise.js.map +1 -1
  31. package/legacy/legacy-road.js +2 -2
  32. package/legacy/legacy-road.js.map +1 -1
  33. package/legacy/legacy-starfield.js +2 -2
  34. package/legacy/legacy-starfield.js.map +1 -1
  35. package/legacy/legacy-wood.js +2 -2
  36. package/legacy/legacy-wood.js.map +1 -1
  37. package/legacy/legacy.js +2 -2
  38. package/legacy/legacy.js.map +1 -1
  39. package/marble/marbleProceduralTexture.fragment.js +3 -3
  40. package/marble/marbleProceduralTexture.fragment.js.map +1 -1
  41. package/marble/marbleProceduralTexture.js +58 -79
  42. package/marble/marbleProceduralTexture.js.map +1 -1
  43. package/normalMap/normalMapProceduralTexture.fragment.js +7 -3
  44. package/normalMap/normalMapProceduralTexture.fragment.js.map +1 -1
  45. package/normalMap/normalMapProceduralTexture.js +33 -42
  46. package/normalMap/normalMapProceduralTexture.js.map +1 -1
  47. package/package.json +3 -6
  48. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js +41 -3
  49. package/perlinNoise/perlinNoiseProceduralTexture.fragment.js.map +1 -1
  50. package/perlinNoise/perlinNoiseProceduralTexture.js +35 -40
  51. package/perlinNoise/perlinNoiseProceduralTexture.js.map +1 -1
  52. package/road/roadProceduralTexture.fragment.js +13 -3
  53. package/road/roadProceduralTexture.fragment.js.map +1 -1
  54. package/road/roadProceduralTexture.js +25 -34
  55. package/road/roadProceduralTexture.js.map +1 -1
  56. package/starfield/starfieldProceduralTexture.fragment.js +18 -3
  57. package/starfield/starfieldProceduralTexture.fragment.js.map +1 -1
  58. package/starfield/starfieldProceduralTexture.js +136 -185
  59. package/starfield/starfieldProceduralTexture.js.map +1 -1
  60. package/wood/woodProceduralTexture.fragment.js +12 -3
  61. package/wood/woodProceduralTexture.fragment.js.map +1 -1
  62. package/wood/woodProceduralTexture.js +36 -49
  63. package/wood/woodProceduralTexture.js.map +1 -1
@@ -1,24 +1,21 @@
1
- import { __decorate, __extends } from "tslib";
1
+ import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
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  import { serialize, serializeAsVector2, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
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  import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
4
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  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
5
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  import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
6
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  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
7
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  import "./fireProceduralTexture.fragment.js";
8
- var FireProceduralTexture = /** @class */ (function (_super) {
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- __extends(FireProceduralTexture, _super);
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- function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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- if (scene === void 0) { scene = null; }
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- var _this = _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
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- _this._time = 0.0;
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- _this._speed = new Vector2(0.5, 0.3);
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- _this._autoGenerateTime = true;
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- _this._alphaThreshold = 0.5;
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- _this._fireColors = FireProceduralTexture.RedFireColors;
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- _this.updateShaderUniforms();
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- return _this;
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- }
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- FireProceduralTexture.prototype.updateShaderUniforms = function () {
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+ export class FireProceduralTexture extends ProceduralTexture {
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+ constructor(name, size, scene = null, fallbackTexture, generateMipMaps) {
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+ super(name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps);
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+ this._time = 0.0;
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+ this._speed = new Vector2(0.5, 0.3);
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+ this._autoGenerateTime = true;
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+ this._alphaThreshold = 0.5;
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+ this._fireColors = FireProceduralTexture.RedFireColors;
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+ this.updateShaderUniforms();
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+ }
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+ updateShaderUniforms() {
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  this.setFloat("time", this._time);
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  this.setVector2("speed", this._speed);
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  this.setColor3("c1", this._fireColors[0]);
@@ -28,110 +25,74 @@ var FireProceduralTexture = /** @class */ (function (_super) {
28
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  this.setColor3("c5", this._fireColors[4]);
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  this.setColor3("c6", this._fireColors[5]);
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  this.setFloat("alphaThreshold", this._alphaThreshold);
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- };
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- FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
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- var scene = this.getScene();
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+ }
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+ render(useCameraPostProcess) {
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+ const scene = this.getScene();
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  if (this._autoGenerateTime && scene) {
35
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  this._time += scene.getAnimationRatio() * 0.03;
36
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  this.updateShaderUniforms();
37
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  }
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- _super.prototype.render.call(this, useCameraPostProcess);
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- };
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- Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
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- get: function () {
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- 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)];
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- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
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- get: function () {
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- 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)];
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- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(FireProceduralTexture, "RedFireColors", {
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- get: function () {
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- 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)];
57
- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
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- get: function () {
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- 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)];
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- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(FireProceduralTexture.prototype, "autoGenerateTime", {
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- get: function () {
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- return this._autoGenerateTime;
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- },
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- set: function (value) {
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- this._autoGenerateTime = value;
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- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
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- get: function () {
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- return this._fireColors;
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- },
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- set: function (value) {
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- this._fireColors = value;
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- this.updateShaderUniforms();
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- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(FireProceduralTexture.prototype, "time", {
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- get: function () {
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- return this._time;
92
- },
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- set: function (value) {
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- this._time = value;
95
- this.updateShaderUniforms();
96
- },
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- enumerable: false,
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- configurable: true
99
- });
100
- Object.defineProperty(FireProceduralTexture.prototype, "speed", {
101
- get: function () {
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- return this._speed;
103
- },
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- set: function (value) {
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- this._speed = value;
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- this.updateShaderUniforms();
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- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
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- get: function () {
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- return this._alphaThreshold;
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- },
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- set: function (value) {
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- this._alphaThreshold = value;
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- this.updateShaderUniforms();
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- },
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- enumerable: false,
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- configurable: true
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- });
35
+ super.render(useCameraPostProcess);
36
+ }
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+ static get PurpleFireColors() {
38
+ 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)];
39
+ }
40
+ static get GreenFireColors() {
41
+ 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)];
42
+ }
43
+ static get RedFireColors() {
44
+ 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)];
45
+ }
46
+ static get BlueFireColors() {
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+ 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)];
48
+ }
49
+ get autoGenerateTime() {
50
+ return this._autoGenerateTime;
51
+ }
52
+ set autoGenerateTime(value) {
53
+ this._autoGenerateTime = value;
54
+ }
55
+ get fireColors() {
56
+ return this._fireColors;
57
+ }
58
+ set fireColors(value) {
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+ this._fireColors = value;
60
+ this.updateShaderUniforms();
61
+ }
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+ get time() {
63
+ return this._time;
64
+ }
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+ set time(value) {
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+ this._time = value;
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+ this.updateShaderUniforms();
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+ }
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+ get speed() {
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+ return this._speed;
71
+ }
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+ set speed(value) {
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+ this._speed = value;
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+ this.updateShaderUniforms();
75
+ }
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+ get alphaThreshold() {
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+ return this._alphaThreshold;
78
+ }
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+ set alphaThreshold(value) {
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+ this._alphaThreshold = value;
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+ this.updateShaderUniforms();
82
+ }
122
83
  /**
123
84
  * Serializes this fire procedural texture
124
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  * @returns a serialized fire procedural texture object
125
86
  */
126
- FireProceduralTexture.prototype.serialize = function () {
127
- var serializationObject = SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
87
+ serialize() {
88
+ const serializationObject = SerializationHelper.Serialize(this, super.serialize());
128
89
  serializationObject.customType = "BABYLON.FireProceduralTexture";
129
90
  serializationObject.fireColors = [];
130
- for (var i = 0; i < this._fireColors.length; i++) {
91
+ for (let i = 0; i < this._fireColors.length; i++) {
131
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  serializationObject.fireColors.push(this._fireColors[i].asArray());
132
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  }
133
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  return serializationObject;
134
- };
95
+ }
135
96
  /**
136
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  * Creates a Fire Procedural Texture from parsed fire procedural texture data
137
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  * @param parsedTexture defines parsed texture data
@@ -139,29 +100,27 @@ var FireProceduralTexture = /** @class */ (function (_super) {
139
100
  * @param rootUrl defines the root URL containing fire procedural texture information
140
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  * @returns a parsed Fire Procedural Texture
141
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  */
142
- FireProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
143
- var texture = SerializationHelper.Parse(function () { return new FireProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
144
- var colors = [];
145
- for (var i = 0; i < parsedTexture.fireColors.length; i++) {
103
+ static Parse(parsedTexture, scene, rootUrl) {
104
+ const texture = SerializationHelper.Parse(() => new FireProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);
105
+ const colors = [];
106
+ for (let i = 0; i < parsedTexture.fireColors.length; i++) {
146
107
  colors.push(Color3.FromArray(parsedTexture.fireColors[i]));
147
108
  }
148
109
  texture.fireColors = colors;
149
110
  return texture;
150
- };
151
- __decorate([
152
- serialize()
153
- ], FireProceduralTexture.prototype, "autoGenerateTime", null);
154
- __decorate([
155
- serialize()
156
- ], FireProceduralTexture.prototype, "time", null);
157
- __decorate([
158
- serializeAsVector2()
159
- ], FireProceduralTexture.prototype, "speed", null);
160
- __decorate([
161
- serialize()
162
- ], FireProceduralTexture.prototype, "alphaThreshold", null);
163
- return FireProceduralTexture;
164
- }(ProceduralTexture));
165
- export { FireProceduralTexture };
111
+ }
112
+ }
113
+ __decorate([
114
+ serialize()
115
+ ], FireProceduralTexture.prototype, "autoGenerateTime", null);
116
+ __decorate([
117
+ serialize()
118
+ ], FireProceduralTexture.prototype, "time", null);
119
+ __decorate([
120
+ serializeAsVector2()
121
+ ], FireProceduralTexture.prototype, "speed", null);
122
+ __decorate([
123
+ serialize()
124
+ ], FireProceduralTexture.prototype, "alphaThreshold", null);
166
125
  RegisterClass("BABYLON.FireProceduralTexture", FireProceduralTexture);
167
126
  //# sourceMappingURL=fireProceduralTexture.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fireProceduralTexture.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/fire/fireProceduralTexture.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,2CAA6B;AAC1F,OAAO,EAAE,OAAO,EAAE,6CAA+B;AACjD,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C,OAAO,EAAE,iBAAiB,EAAE,4EAA8D;AAE1F,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAGpD,OAAO,kCAAkC,CAAC;AAE1C;IAA2C,yCAAiB;IAOxD,+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,SAGtF;QAVO,WAAK,GAAW,GAAG,CAAC;QACpB,YAAM,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAC/B,uBAAiB,GAAY,IAAI,CAAC;QAElC,qBAAe,GAAW,GAAG,CAAC;QAIlC,KAAI,CAAC,WAAW,GAAG,qBAAqB,CAAC,aAAa,CAAC;QACvD,KAAI,CAAC,oBAAoB,EAAE,CAAC;;IAChC,CAAC;IAEM,oDAAoB,GAA3B;QACI,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QACtC,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,QAAQ,CAAC,gBAAgB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;IAC1D,CAAC;IAEM,sCAAM,GAAb,UAAc,oBAA8B;QACxC,IAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAC9B,IAAI,IAAI,CAAC,iBAAiB,IAAI,KAAK,EAAE;YACjC,IAAI,CAAC,KAAK,IAAI,KAAK,CAAC,iBAAiB,EAAE,GAAG,IAAI,CAAC;YAC/C,IAAI,CAAC,oBAAoB,EAAE,CAAC;SAC/B;QACD,iBAAM,MAAM,YAAC,oBAAoB,CAAC,CAAC;IACvC,CAAC;IAED,sBAAkB,yCAAgB;aAAlC;YACI,OAAO,CAAC,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QAC9K,CAAC;;;OAAA;IAED,sBAAkB,wCAAe;aAAjC;YACI,OAAO,CAAC,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QAC9K,CAAC;;;OAAA;IAED,sBAAkB,sCAAa;aAA/B;YACI,OAAO,CAAC,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QAC9K,CAAC;;;OAAA;IAED,sBAAkB,uCAAc;aAAhC;YACI,OAAO,CAAC,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QAC9K,CAAC;;;OAAA;IAGD,sBAAW,mDAAgB;aAA3B;YACI,OAAO,IAAI,CAAC,iBAAiB,CAAC;QAClC,CAAC;aAED,UAA4B,KAAc;YACtC,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QACnC,CAAC;;;OAJA;IAMD,sBAAW,6CAAU;aAArB;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAe;YACjC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,uCAAI;aAAf;YACI,OAAO,IAAI,CAAC,KAAK,CAAC;QACtB,CAAC;aAED,UAAgB,KAAa;YACzB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;YACnB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,wCAAK;aAAhB;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;aAED,UAAiB,KAAc;YAC3B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;YACpB,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;;;OALA;IAQD,sBAAW,iDAAc;aAAzB;YACI,OAAO,IAAI,CAAC,eAAe,CAAC;QAChC,CAAC;aAED,UAA0B,KAAa;YACnC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;YAC7B,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,mBAAmB,CAAC,UAAU,GAAG,EAAE,CAAC;QACpC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC9C,mBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC;SACtE;QAED,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,IAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACtD,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAC9D;QAED,OAAO,CAAC,UAAU,GAAG,MAAM,CAAC;QAE5B,OAAO,OAAO,CAAC;IACnB,CAAC;IAtFD;QADC,SAAS,EAAE;iEAGX;IAgBD;QA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{ serialize, serializeAsVector2, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\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 \"./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 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"]}
1
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{ serialize, serializeAsVector2, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\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 \"./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 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"]}
@@ -1,9 +1,18 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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}";
3
+ const name = "grassProceduralTexturePixelShader";
4
+ const 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);}
5
+ float 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);}
6
+ float 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;}
7
+ return total;}
8
+ #define CUSTOM_FRAGMENT_DEFINITIONS
9
+ void main(void) {
10
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
11
+ vec3 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);
12
+ #define CUSTOM_FRAGMENT_MAIN_END
13
+ }`;
5
14
  // Sideeffect
6
15
  ShaderStore.ShadersStore[name] = shader;
7
16
  /** @hidden */
8
- export var grassProceduralTexturePixelShader = { name: name, shader: shader };
17
+ export const grassProceduralTexturePixelShader = { name, shader };
9
18
  //# sourceMappingURL=grassProceduralTexture.fragment.js.map
@@ -1 +1 @@
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"]}
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,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;EASb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,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"]}
@@ -1,60 +1,49 @@
1
- import { __decorate, __extends } from "tslib";
1
+ import { __decorate } from "@babylonjs/core/tslib.es6.js";
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
5
  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
6
6
  import "./grassProceduralTexture.fragment.js";
7
- var GrassProceduralTexture = /** @class */ (function (_super) {
8
- __extends(GrassProceduralTexture, _super);
9
- function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
10
- if (scene === void 0) { scene = null; }
11
- var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
12
- _this._groundColor = new Color3(1, 1, 1);
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)];
14
- _this.updateShaderUniforms();
15
- return _this;
7
+ export class GrassProceduralTexture extends ProceduralTexture {
8
+ constructor(name, size, scene = null, fallbackTexture, generateMipMaps) {
9
+ super(name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps);
10
+ this._groundColor = new Color3(1, 1, 1);
11
+ 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)];
12
+ this.updateShaderUniforms();
16
13
  }
17
- GrassProceduralTexture.prototype.updateShaderUniforms = function () {
14
+ updateShaderUniforms() {
18
15
  this.setColor3("herb1Color", this._grassColors[0]);
19
16
  this.setColor3("herb2Color", this._grassColors[1]);
20
17
  this.setColor3("herb3Color", this._grassColors[2]);
21
18
  this.setColor3("groundColor", this._groundColor);
22
- };
23
- Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
24
- get: function () {
25
- return this._grassColors;
26
- },
27
- set: function (value) {
28
- this._grassColors = value;
29
- this.updateShaderUniforms();
30
- },
31
- enumerable: false,
32
- configurable: true
33
- });
34
- Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
35
- get: function () {
36
- return this._groundColor;
37
- },
38
- set: function (value) {
39
- this._groundColor = value;
40
- this.updateShaderUniforms();
41
- },
42
- enumerable: false,
43
- configurable: true
44
- });
19
+ }
20
+ get grassColors() {
21
+ return this._grassColors;
22
+ }
23
+ set grassColors(value) {
24
+ this._grassColors = value;
25
+ this.updateShaderUniforms();
26
+ }
27
+ get groundColor() {
28
+ return this._groundColor;
29
+ }
30
+ set groundColor(value) {
31
+ this._groundColor = value;
32
+ this.updateShaderUniforms();
33
+ }
45
34
  /**
46
35
  * Serializes this grass procedural texture
47
36
  * @returns a serialized grass procedural texture object
48
37
  */
49
- GrassProceduralTexture.prototype.serialize = function () {
50
- var serializationObject = SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
38
+ serialize() {
39
+ const serializationObject = SerializationHelper.Serialize(this, super.serialize());
51
40
  serializationObject.customType = "BABYLON.GrassProceduralTexture";
52
41
  serializationObject.grassColors = [];
53
- for (var i = 0; i < this._grassColors.length; i++) {
42
+ for (let i = 0; i < this._grassColors.length; i++) {
54
43
  serializationObject.grassColors.push(this._grassColors[i].asArray());
55
44
  }
56
45
  return serializationObject;
57
- };
46
+ }
58
47
  /**
59
48
  * Creates a Grass Procedural Texture from parsed grass procedural texture data
60
49
  * @param parsedTexture defines parsed texture data
@@ -62,20 +51,18 @@ var GrassProceduralTexture = /** @class */ (function (_super) {
62
51
  * @param rootUrl defines the root URL containing grass procedural texture information
63
52
  * @returns a parsed Grass Procedural Texture
64
53
  */
65
- GrassProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
66
- var texture = SerializationHelper.Parse(function () { return new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
67
- var colors = [];
68
- for (var i = 0; i < parsedTexture.grassColors.length; i++) {
54
+ static Parse(parsedTexture, scene, rootUrl) {
55
+ const texture = SerializationHelper.Parse(() => new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);
56
+ const colors = [];
57
+ for (let i = 0; i < parsedTexture.grassColors.length; i++) {
69
58
  colors.push(Color3.FromArray(parsedTexture.grassColors[i]));
70
59
  }
71
60
  texture.grassColors = colors;
72
61
  return texture;
73
- };
74
- __decorate([
75
- serializeAsColor3()
76
- ], GrassProceduralTexture.prototype, "groundColor", null);
77
- return GrassProceduralTexture;
78
- }(ProceduralTexture));
79
- export { GrassProceduralTexture };
62
+ }
63
+ }
64
+ __decorate([
65
+ serializeAsColor3()
66
+ ], GrassProceduralTexture.prototype, "groundColor", null);
80
67
  RegisterClass("BABYLON.GrassProceduralTexture", GrassProceduralTexture);
81
68
  //# sourceMappingURL=grassProceduralTexture.js.map
@@ -1 +1 @@
1
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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
+ {"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,MAAM,OAAO,sBAAuB,SAAQ,iBAAiB;IAIzD,YAAY,IAAY,EAAE,IAAY,EAAE,QAAyB,IAAI,EAAE,eAAyB,EAAE,eAAyB;QACvH,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,wBAAwB,EAAE,KAAK,EAAE,eAAe,EAAE,eAAe,CAAC,CAAC;QAHjF,iBAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAKvC,IAAI,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,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAEM,oBAAoB;QACvB,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,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAe;QAClC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,SAAS,EAAE,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;IACI,MAAM,CAAC,KAAK,CAAC,aAAkB,EAAE,KAAY,EAAE,OAAe;QACjE,MAAM,OAAO,GAAG,mBAAmB,CAAC,KAAK,CACrC,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,aAAa,CAAC,gBAAgB,CAAC,EAC3H,aAAa,EACb,KAAK,EACL,OAAO,CACV,CAAC;QAEF,MAAM,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;CACJ;AAjDG;IADC,iBAAiB,EAAE;yDAGnB;AAiDL,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 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 \"./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"]}
@@ -4,9 +4,9 @@ import * as proceduralTexture from "../brick/index.js";
4
4
  * This is the entry point for the UMD module.
5
5
  * The entry point for a future ESM package should be index.ts
6
6
  */
7
- var globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
7
+ const globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
8
8
  if (typeof globalObject !== "undefined") {
9
- for (var key in proceduralTexture) {
9
+ for (const key in proceduralTexture) {
10
10
  globalObject.BABYLON[key] = proceduralTexture[key];
11
11
  }
12
12
  }
@@ -1 +1 @@
1
- {"version":3,"file":"legacy-brick.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-brick.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,gBAAgB,CAAC;AACpD;;;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;AACD,cAAc,gBAAgB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../brick/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../brick/index\";\n"]}
1
+ {"version":3,"file":"legacy-brick.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-brick.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,gBAAgB,CAAC;AACpD;;;GAGG;AACH,MAAM,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,MAAM,GAAG,IAAI,iBAAiB,EAAE;QAC3B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,iBAAkB,CAAC,GAAG,CAAC,CAAC;KACpE;CACJ;AACD,cAAc,gBAAgB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../brick/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../brick/index\";\n"]}
@@ -4,9 +4,9 @@ import * as proceduralTexture from "../cloud/index.js";
4
4
  * This is the entry point for the UMD module.
5
5
  * The entry point for a future ESM package should be index.ts
6
6
  */
7
- var globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
7
+ const globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
8
8
  if (typeof globalObject !== "undefined") {
9
- for (var key in proceduralTexture) {
9
+ for (const key in proceduralTexture) {
10
10
  globalObject.BABYLON[key] = proceduralTexture[key];
11
11
  }
12
12
  }
@@ -1 +1 @@
1
- {"version":3,"file":"legacy-cloud.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-cloud.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,gBAAgB,CAAC;AACpD;;;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;AACD,cAAc,gBAAgB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../cloud/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../cloud/index\";\n"]}
1
+ {"version":3,"file":"legacy-cloud.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-cloud.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,gBAAgB,CAAC;AACpD;;;GAGG;AACH,MAAM,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,MAAM,GAAG,IAAI,iBAAiB,EAAE;QAC3B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,iBAAkB,CAAC,GAAG,CAAC,CAAC;KACpE;CACJ;AACD,cAAc,gBAAgB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../cloud/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../cloud/index\";\n"]}
@@ -4,9 +4,9 @@ import * as proceduralTexture from "../fire/index.js";
4
4
  * This is the entry point for the UMD module.
5
5
  * The entry point for a future ESM package should be index.ts
6
6
  */
7
- var globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
7
+ const globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
8
8
  if (typeof globalObject !== "undefined") {
9
- for (var key in proceduralTexture) {
9
+ for (const key in proceduralTexture) {
10
10
  globalObject.BABYLON[key] = proceduralTexture[key];
11
11
  }
12
12
  }
@@ -1 +1 @@
1
- {"version":3,"file":"legacy-fire.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-fire.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,eAAe,CAAC;AACnD;;;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;AACD,cAAc,eAAe,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../fire/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../fire/index\";\n"]}
1
+ {"version":3,"file":"legacy-fire.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-fire.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,eAAe,CAAC;AACnD;;;GAGG;AACH,MAAM,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,MAAM,GAAG,IAAI,iBAAiB,EAAE;QAC3B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,iBAAkB,CAAC,GAAG,CAAC,CAAC;KACpE;CACJ;AACD,cAAc,eAAe,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../fire/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../fire/index\";\n"]}
@@ -4,9 +4,9 @@ import * as proceduralTexture from "../grass/index.js";
4
4
  * This is the entry point for the UMD module.
5
5
  * The entry point for a future ESM package should be index.ts
6
6
  */
7
- var globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
7
+ const globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
8
8
  if (typeof globalObject !== "undefined") {
9
- for (var key in proceduralTexture) {
9
+ for (const key in proceduralTexture) {
10
10
  globalObject.BABYLON[key] = proceduralTexture[key];
11
11
  }
12
12
  }
@@ -1 +1 @@
1
- {"version":3,"file":"legacy-grass.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-grass.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,gBAAgB,CAAC;AACpD;;;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;AACD,cAAc,gBAAgB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../grass/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../grass/index\";\n"]}
1
+ {"version":3,"file":"legacy-grass.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-grass.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,gBAAgB,CAAC;AACpD;;;GAGG;AACH,MAAM,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,MAAM,GAAG,IAAI,iBAAiB,EAAE;QAC3B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,iBAAkB,CAAC,GAAG,CAAC,CAAC;KACpE;CACJ;AACD,cAAc,gBAAgB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../grass/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../grass/index\";\n"]}
@@ -4,9 +4,9 @@ import * as proceduralTexture from "../marble/index.js";
4
4
  * This is the entry point for the UMD module.
5
5
  * The entry point for a future ESM package should be index.ts
6
6
  */
7
- var globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
7
+ const globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
8
8
  if (typeof globalObject !== "undefined") {
9
- for (var key in proceduralTexture) {
9
+ for (const key in proceduralTexture) {
10
10
  globalObject.BABYLON[key] = proceduralTexture[key];
11
11
  }
12
12
  }
@@ -1 +1 @@
1
- {"version":3,"file":"legacy-marble.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-marble.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,iBAAiB,CAAC;AACrD;;;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;AACD,cAAc,iBAAiB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../marble/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../marble/index\";\n"]}
1
+ {"version":3,"file":"legacy-marble.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/legacy/legacy-marble.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,iBAAiB,MAAM,iBAAiB,CAAC;AACrD;;;GAGG;AACH,MAAM,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,MAAM,GAAG,IAAI,iBAAiB,EAAE;QAC3B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,iBAAkB,CAAC,GAAG,CAAC,CAAC;KACpE;CACJ;AACD,cAAc,iBAAiB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as proceduralTexture from \"../marble/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in proceduralTexture) {\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\n }\n}\nexport * from \"../marble/index\";\n"]}