@babylonjs/procedural-textures 5.29.0 → 5.30.0

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/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@babylonjs/procedural-textures",
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- "version": "5.29.0",
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+ "version": "5.30.0",
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  "main": "index.js",
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  "module": "index.js",
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  "types": "index.d.ts",
@@ -19,7 +19,7 @@
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  "prepublishOnly": "build-tools -c prepare-es6-build"
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  },
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  "devDependencies": {
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- "@babylonjs/core": "^5.29.0",
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+ "@babylonjs/core": "^5.30.0",
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  "@dev/build-tools": "^1.0.0",
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  "@lts/procedural-textures": "^1.0.0",
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  "rimraf": "^3.0.2",
@@ -5,7 +5,7 @@ const shader = `precision highp float;
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  #define volsteps 20
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  #define iterations 15
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  varying 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()
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- {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.)));
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+ {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.)));
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  float pa,a=pa=0.;for (int i=0; i<iterations; i++) {p=abs(p)/dot(p,p)-formuparam;
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  a+=abs(length(p)-pa);
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  pa=length(p);}
@@ -1 +1 @@
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- {"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"]}
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+ {"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"]}