@babylonjs/procedural-textures 5.23.0 → 5.25.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/brick/brickProceduralTexture.fragment.d.ts +1 -1
- package/brick/brickProceduralTexture.fragment.js +1 -1
- package/brick/brickProceduralTexture.fragment.js.map +1 -1
- package/cloud/cloudProceduralTexture.fragment.d.ts +1 -1
- package/cloud/cloudProceduralTexture.fragment.js +1 -1
- package/cloud/cloudProceduralTexture.fragment.js.map +1 -1
- package/fire/fireProceduralTexture.fragment.d.ts +1 -1
- package/fire/fireProceduralTexture.fragment.js +1 -1
- package/fire/fireProceduralTexture.fragment.js.map +1 -1
- package/grass/grassProceduralTexture.fragment.d.ts +1 -1
- package/grass/grassProceduralTexture.fragment.js +1 -1
- package/grass/grassProceduralTexture.fragment.js.map +1 -1
- package/marble/marbleProceduralTexture.fragment.d.ts +1 -1
- package/marble/marbleProceduralTexture.fragment.js +1 -1
- package/marble/marbleProceduralTexture.fragment.js.map +1 -1
- package/normalMap/normalMapProceduralTexture.fragment.d.ts +1 -1
- package/normalMap/normalMapProceduralTexture.fragment.js +1 -1
- package/normalMap/normalMapProceduralTexture.fragment.js.map +1 -1
- package/package.json +2 -2
- package/perlinNoise/perlinNoiseProceduralTexture.fragment.d.ts +1 -1
- package/perlinNoise/perlinNoiseProceduralTexture.fragment.js +1 -1
- package/perlinNoise/perlinNoiseProceduralTexture.fragment.js.map +1 -1
- package/road/roadProceduralTexture.fragment.d.ts +1 -1
- package/road/roadProceduralTexture.fragment.js +1 -1
- package/road/roadProceduralTexture.fragment.js.map +1 -1
- package/starfield/starfieldProceduralTexture.fragment.d.ts +1 -1
- package/starfield/starfieldProceduralTexture.fragment.js +1 -1
- package/starfield/starfieldProceduralTexture.fragment.js.map +1 -1
- package/wood/woodProceduralTexture.fragment.d.ts +1 -1
- package/wood/woodProceduralTexture.fragment.js +1 -1
- package/wood/woodProceduralTexture.fragment.js.map +1 -1
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@@ -17,6 +17,6 @@ color=mix(color,vec3(0.11,0.11,0.11),0.3);}
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gl_FragColor=vec4(color,1.0);}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @
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/** @internal */
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export const brickProceduralTexturePixelShader = { name, shader };
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//# sourceMappingURL=brickProceduralTexture.fragment.js.map
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{"version":3,"file":"brickProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/brick/brickProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;+BAagB,CAAC;AAChC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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{"version":3,"file":"brickProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/brick/brickProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;+BAagB,CAAC;AAChC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"brickProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vPosition;varying vec2 vUV;uniform float numberOfBricksHeight;uniform float numberOfBricksWidth;uniform vec3 brickColor;uniform vec3 jointColor;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,amplitude=1.0;for (int i=0; i<4; i++) {total+=noise(n)*amplitude;n+=n;amplitude*=0.5;}\nreturn total;}\nfloat roundF(float number){return sign(number)*floor(abs(number)+0.5);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float brickW=1.0/numberOfBricksWidth;float brickH=1.0/numberOfBricksHeight;float jointWPercentage=0.01;float jointHPercentage=0.05;vec3 color=brickColor;float yi=vUV.y/brickH;float nyi=roundF(yi);float xi=vUV.x/brickW;if (mod(floor(yi),2.0)==0.0){xi=xi-0.5;}\nfloat nxi=roundF(xi);vec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/ brickW);if (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){color=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){color=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);}\nelse {float brickColorSwitch=mod(floor(yi)+floor(xi),3.0);if (brickColorSwitch==0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);else if (brickColorSwitch==2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);}\ngl_FragColor=vec4(color,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const brickProceduralTexturePixelShader = { name, shader };\n"]}
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@@ -15,6 +15,6 @@ void main() {vec2 p=vUV*12.0;vec4 c=mix(skyColor,cloudColor,fbm(p));gl_FragColor
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`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @
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/** @internal */
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export const cloudProceduralTexturePixelShader = { name, shader };
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//# sourceMappingURL=cloudProceduralTexture.fragment.js.map
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@@ -1 +1 @@
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{"version":3,"file":"cloudProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/cloud/cloudProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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{"version":3,"file":"cloudProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/cloud/cloudProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"cloudProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform vec4 skyColor;uniform vec4 cloudColor;uniform float amplitude;uniform int numOctaves;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,ampl=amplitude;\n#ifdef WEBGL2\nfor (int i=0; i<numOctaves; i++) {\n#else\nfor (int i=0; i<4; i++) {\n#endif\ntotal+=noise(n)*ampl;n+=n;ampl*=0.5;}\nreturn total;}\nvoid main() {vec2 p=vUV*12.0;vec4 c=mix(skyColor,cloudColor,fbm(p));gl_FragColor=c;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const cloudProceduralTexturePixelShader = { name, shader };\n"]}
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@@ -8,6 +8,6 @@ return total;}
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void main() {vec2 p=vUV*8.0;float q=fbm(p-time*0.1);vec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));vec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);vec3 color=c*cos(shift*vUV.y);float luminance=dot(color.rgb,vec3(0.3,0.59,0.11));gl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @
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/** @internal */
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export const fireProceduralTexturePixelShader = { name, shader };
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//# sourceMappingURL=fireProceduralTexture.fragment.js.map
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{"version":3,"file":"fireProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/fire/fireProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;wUAIyT,CAAC;AACzU,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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{"version":3,"file":"fireProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/fire/fireProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;wUAIyT,CAAC;AACzU,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fireProceduralTexturePixelShader\";\nconst shader = `precision highp float;uniform float time;uniform vec3 c1;uniform vec3 c2;uniform vec3 c3;uniform vec3 c4;uniform vec3 c5;uniform vec3 c6;uniform vec2 speed;uniform float shift;uniform float alphaThreshold;varying vec2 vUV;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,amplitude=1.0;for (int i=0; i<4; i++) {total+=noise(n)*amplitude;n+=n;amplitude*=0.5;}\nreturn total;}\nvoid main() {vec2 p=vUV*8.0;float q=fbm(p-time*0.1);vec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));vec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);vec3 color=c*cos(shift*vUV.y);float luminance=dot(color.rgb,vec3(0.3,0.59,0.11));gl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fireProceduralTexturePixelShader = { name, shader };\n"]}
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@@ -13,6 +13,6 @@ vec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));color=mix(color
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}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @
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/** @internal */
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export const grassProceduralTexturePixelShader = { name, shader };
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//# sourceMappingURL=grassProceduralTexture.fragment.js.map
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{"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,
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{"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,gBAAgB;AAChB,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/** @internal */\nexport const grassProceduralTexturePixelShader = { name, shader };\n"]}
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@@ -4,6 +4,6 @@ const name = "marbleProceduralTexturePixelShader";
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const shader = `precision highp float;
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/** @
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/** @internal */
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export const marbleProceduralTexturePixelShader = { name, shader };
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//# sourceMappingURL=marbleProceduralTexture.fragment.js.map
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{"version":3,"file":"marbleProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/marble/marbleProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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{"version":3,"file":"marbleProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/marble/marbleProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"marbleProceduralTexturePixelShader\";\nconst shader = `precision highp float;\rvarying vec2 vPosition;\rvarying vec2 vUV;\runiform float numberOfTilesHeight;\runiform float numberOfTilesWidth;\runiform float amplitude;\runiform vec3 marbleColor;\runiform vec3 jointColor;\rconst vec3 tileSize=vec3(1.1,1.0,1.1);\rconst vec3 tilePct=vec3(0.98,1.0,0.98);\rfloat rand(vec2 n) {\rreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\r}\rfloat noise(vec2 n) {\rconst vec2 d=vec2(0.0,1.0);\rvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\rreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\r}\rfloat turbulence(vec2 P)\r{\rfloat val=0.0;\rfloat freq=1.0;\rfor (int i=0; i<4; i++)\r{\rval+=abs(noise(P*freq)/freq);\rfreq*=2.07;\r}\rreturn val;\r}\rfloat roundF(float number){\rreturn sign(number)*floor(abs(number)+0.5);\r}\rvec3 marble_color(float x)\r{\rvec3 col;\rx=0.5*(x+1.);\rx=sqrt(x); \rx=sqrt(x);\rx=sqrt(x);\rcol=vec3(.2+.75*x); \rcol.b*=0.95; \rreturn col;\r}\rvoid main()\r{\rfloat brickW=1.0/numberOfTilesWidth;\rfloat brickH=1.0/numberOfTilesHeight;\rfloat jointWPercentage=0.01;\rfloat jointHPercentage=0.01;\rvec3 color=marbleColor;\rfloat yi=vUV.y/brickH;\rfloat nyi=roundF(yi);\rfloat xi=vUV.x/brickW;\rif (mod(floor(yi),2.0)==0.0){\rxi=xi-0.5;\r}\rfloat nxi=roundF(xi);\rvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\rif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\rcolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\r}\relse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\rcolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\r}\relse {\rfloat t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\rt+=amplitude*turbulence(brickvUV.xy);\rt=sin(t);\rcolor=marble_color(t);\r}\rgl_FragColor=vec4(color,0.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const marbleProceduralTexturePixelShader = { name, shader };\n"]}
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{"version":3,"file":"normalMapProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/normalMap/normalMapProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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+
{"version":3,"file":"normalMapProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/normalMap/normalMapProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"normalMapProceduralTexturePixelShader\";\nconst shader = `precision highp float;uniform sampler2D baseSampler;uniform float size;varying vec2 vUV;const vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);float lumaAtCoord(vec2 coord)\n{vec3 pixel=texture2D(baseSampler,coord).rgb;float luma=dot(pixel,LUMA_COEFFICIENT);return luma;}\nvoid main()\n{float lumaU0=lumaAtCoord(vUV+vec2(-1.0, 0.0)/size);float lumaU1=lumaAtCoord(vUV+vec2( 1.0, 0.0)/size);float lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);float lumaV1=lumaAtCoord(vUV+vec2( 0.0, 1.0)/size);vec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;gl_FragColor=vec4(slope,1.0,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const normalMapProceduralTexturePixelShader = { name, shader };\n"]}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@babylonjs/procedural-textures",
|
|
3
|
-
"version": "5.
|
|
3
|
+
"version": "5.25.0",
|
|
4
4
|
"main": "index.js",
|
|
5
5
|
"module": "index.js",
|
|
6
6
|
"types": "index.d.ts",
|
|
@@ -19,7 +19,7 @@
|
|
|
19
19
|
"prepublishOnly": "build-tools -c prepare-es6-build"
|
|
20
20
|
},
|
|
21
21
|
"devDependencies": {
|
|
22
|
-
"@babylonjs/core": "^5.
|
|
22
|
+
"@babylonjs/core": "^5.25.0",
|
|
23
23
|
"@dev/build-tools": "^1.0.0",
|
|
24
24
|
"@lts/procedural-textures": "^1.0.0",
|
|
25
25
|
"rimraf": "^3.0.2",
|
|
@@ -42,6 +42,6 @@ void main(void)
|
|
|
42
42
|
`;
|
|
43
43
|
// Sideeffect
|
|
44
44
|
ShaderStore.ShadersStore[name] = shader;
|
|
45
|
-
/** @
|
|
45
|
+
/** @internal */
|
|
46
46
|
export const perlinNoiseProceduralTexturePixelShader = { name, shader };
|
|
47
47
|
//# sourceMappingURL=perlinNoiseProceduralTexture.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"perlinNoiseProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/perlinNoise/perlinNoiseProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
|
1
|
+
{"version":3,"file":"perlinNoiseProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/perlinNoise/perlinNoiseProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uCAAuC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"perlinNoiseProceduralTexturePixelShader\";\nconst shader = `precision highp float;uniform float size;uniform float time;uniform float translationSpeed;varying vec2 vUV;float r(float n)\n{return fract(cos(n*89.42)*343.42);}\nvec2 r(vec2 n)\n{return vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89)); }\nfloat worley(vec2 n,float s)\n{float dis=1.0;for(int x=-1; x<=1; x++)\n{for(int y=-1; y<=1; y++)\n{vec2 p=floor(n/s)+vec2(x,y);float d=length(r(p)+vec2(x,y)-fract(n/s));if (dis>d)\ndis=d;}}\nreturn 1.0-dis;}\nvec3 hash33(vec3 p3)\n{p3=fract(p3*vec3(0.1031,0.11369,0.13787));p3+=dot(p3,p3.yxz+19.19);return -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));}\nfloat perlinNoise(vec3 p)\n{vec3 pi=floor(p);vec3 pf=p-pi;vec3 w=pf*pf*(3.0-2.0*pf);return mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),w.x\n),mix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),w.x\n),w.z\n),mix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),w.x\n),mix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),w.x\n),w.z\n),w.y\n);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{vec2 uv=gl_FragCoord.xy+translationSpeed;float dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n* (1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);gl_FragColor=vec4(vec3(dis/4.0),1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const perlinNoiseProceduralTexturePixelShader = { name, shader };\n"]}
|
|
@@ -14,6 +14,6 @@ float ratioy=mod(gl_FragCoord.y*100.0 ,fbm(vUV*2.0));vec3 color=roadColor*ratioy
|
|
|
14
14
|
}`;
|
|
15
15
|
// Sideeffect
|
|
16
16
|
ShaderStore.ShadersStore[name] = shader;
|
|
17
|
-
/** @
|
|
17
|
+
/** @internal */
|
|
18
18
|
export const roadProceduralTexturePixelShader = { name, shader };
|
|
19
19
|
//# sourceMappingURL=roadProceduralTexture.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"roadProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/road/roadProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
|
1
|
+
{"version":3,"file":"roadProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/road/roadProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;EAUb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"roadProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vUV; \nuniform vec3 roadColor;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,amplitude=1.0;for (int i=0; i<4; i++) {total+=noise(n)*amplitude;n+=n;amplitude*=0.5;}\nreturn total;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfloat ratioy=mod(gl_FragCoord.y*100.0 ,fbm(vUV*2.0));vec3 color=roadColor*ratioy;gl_FragColor=vec4(color,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const roadProceduralTexturePixelShader = { name, shader };\n"]}
|
|
@@ -19,6 +19,6 @@ v=mix(vec3(length(v)),v,saturation);
|
|
|
19
19
|
gl_FragColor=vec4(v*.01,1.);}`;
|
|
20
20
|
// Sideeffect
|
|
21
21
|
ShaderStore.ShadersStore[name] = shader;
|
|
22
|
-
/** @
|
|
22
|
+
/** @internal */
|
|
23
23
|
export const starfieldProceduralTexturePixelShader = { name, shader };
|
|
24
24
|
//# sourceMappingURL=starfieldProceduralTexture.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"starfieldProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/starfield/starfieldProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;8BAee,CAAC;AAC/B,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
|
1
|
+
{"version":3,"file":"starfieldProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/starfield/starfieldProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;8BAee,CAAC;AAC/B,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"starfieldProceduralTexturePixelShader\";\nconst shader = `precision highp float;\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;varying vec2 vUV;uniform float time;uniform float alpha;uniform float beta;uniform float zoom;uniform float formuparam;uniform float stepsize;uniform float tile;uniform float brightness;uniform float darkmatter;uniform float distfading;uniform float saturation;void main()\n{vec3 dir=vec3(vUV*zoom,1.);float localTime=time*0.0001;mat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));mat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));dir.xz*=rot1;dir.xy*=rot2;vec3 from=vec3(1.,.5,0.5);from+=vec3(-2.,localTime*2.,localTime);from.xz*=rot1;from.xy*=rot2;float s=0.1,fade=1.;vec3 v=vec3(0.);for (int r=0; r<volsteps; r++) {vec3 p=from+s*dir*.5;p=abs(vec3(tile)-mod(p,vec3(tile*2.))); \nfloat pa,a=pa=0.;for (int i=0; i<iterations; i++) {p=abs(p)/dot(p,p)-formuparam; \na+=abs(length(p)-pa); \npa=length(p);}\nfloat dm=max(0.,darkmatter-a*a*.001); \na*=a*a; \nif (r>6) fade*=1.-dm; \nv+=fade;v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; \nfade*=distfading; \ns+=stepsize;}\nv=mix(vec3(length(v)),v,saturation); \ngl_FragColor=vec4(v*.01,1.);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const starfieldProceduralTexturePixelShader = { name, shader };\n"]}
|
|
@@ -13,6 +13,6 @@ float ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));vec3 wood=woodColor*ratioy;gl_
|
|
|
13
13
|
}`;
|
|
14
14
|
// Sideeffect
|
|
15
15
|
ShaderStore.ShadersStore[name] = shader;
|
|
16
|
-
/** @
|
|
16
|
+
/** @internal */
|
|
17
17
|
export const woodProceduralTexturePixelShader = { name, shader };
|
|
18
18
|
//# sourceMappingURL=woodProceduralTexture.fragment.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"woodProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/wood/woodProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;EASb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
|
|
1
|
+
{"version":3,"file":"woodProceduralTexture.fragment.js","sourceRoot":"","sources":["../../../../../lts/proceduralTextures/generated/wood/woodProceduralTexture.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;EASb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"woodProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vPosition;varying vec2 vUV;uniform float ampScale;uniform vec3 woodColor;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,amplitude=1.0;for (int i=0; i<4; i++) {total+=noise(n)*amplitude;n+=n;amplitude*=0.5;}\nreturn total;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));vec3 wood=woodColor*ratioy;gl_FragColor=vec4(wood,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const woodProceduralTexturePixelShader = { name, shader };\n"]}
|