@combeenation/3d-viewer 0.0.1-types
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/LICENSE +13 -0
- package/README.md +111 -0
- package/dist/types/declaration.tsconfig.tsbuildinfo +1 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/abstractActionManager.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/action.d.ts +100 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/actionEvent.d.ts +54 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/actionManager.d.ts +109 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/condition.d.ts +141 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/directActions.d.ts +212 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/directAudioActions.d.ts +35 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Actions/interpolateValueAction.d.ts +40 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animatable.d.ts +147 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animatable.interface.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animation.d.ts +419 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationEvent.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationGroup.d.ts +248 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationKey.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationPropertiesOverride.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/animationRange.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/easing.d.ts +217 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/index.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/pathCursor.d.ts +64 -0
- package/dist/types/node_modules/@babylonjs/core/Animations/runtimeAnimation.d.ts +161 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngine.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngineOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/ISoundOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/analyser.d.ts +93 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/audioEngine.d.ts +105 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/audioSceneComponent.d.ts +98 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/sound.d.ts +304 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/soundTrack.d.ts +65 -0
- package/dist/types/node_modules/@babylonjs/core/Audio/weightedsound.d.ts +64 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +73 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.d.ts +93 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.d.ts +192 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/attachToBoxBehavior.d.ts +59 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +116 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior.d.ts +41 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/followBehavior.d.ts +131 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.d.ts +95 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/pointerDragBehavior.d.ts +164 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/sixDofDragBehavior.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +84 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/behavior.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Behaviors/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/bone.d.ts +391 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/boneIKController.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/boneLookController.d.ts +119 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Bones/skeleton.d.ts +242 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/buffer.d.ts +265 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/dataBuffer.d.ts +23 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Buffers/storageBuffer.d.ts +43 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.d.ts +107 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +48 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +59 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +107 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +46 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraKeyboardInput.d.ts +63 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraMouseInput.d.ts +72 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +125 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraMouseWheelInput.d.ts +49 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraPointersInput.d.ts +76 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraGamepadInput.d.ts +60 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +74 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.d.ts +68 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +142 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.d.ts +58 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +42 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/index.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/vrRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/webVRRigMode.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +35 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/index.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrCameraMetrics.d.ts +44 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrExperienceHelper.d.ts +428 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/VR/webVRCamera.d.ts +162 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCamera.d.ts +347 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.d.ts +28 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/camera.d.ts +487 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/cameraInputsManager.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/deviceOrientationCamera.d.ts +36 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/flyCamera.d.ts +161 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/flyCameraInputsManager.d.ts +23 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/followCamera.d.ts +113 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/followCameraInputsManager.d.ts +33 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/freeCamera.d.ts +123 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.d.ts +54 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/gamepadCamera.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/index.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/targetCamera.d.ts +142 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/touchCamera.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/universalCamera.d.ts +29 -0
- package/dist/types/node_modules/@babylonjs/core/Cameras/virtualJoysticksCamera.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/collider.d.ts +67 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/collisionCoordinator.d.ts +13 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/index.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/intersectionInfo.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/meshCollisionData.d.ts +14 -0
- package/dist/types/node_modules/@babylonjs/core/Collisions/pickingInfo.d.ts +69 -0
- package/dist/types/node_modules/@babylonjs/core/Compat/compatibilityOptions.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Compat/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/IComputeContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/IComputePipelineContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/computeEffect.d.ts +135 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/computeShader.d.ts +122 -0
- package/dist/types/node_modules/@babylonjs/core/Compute/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octree.d.ts +75 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeBlock.d.ts +83 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeSceneComponent.d.ts +60 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingBox.d.ts +152 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingInfo.d.ts +108 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/boundingSphere.d.ts +90 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/index.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Culling/ray.d.ts +163 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/ISkeletonViewer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/axesViewer.d.ts +52 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/boneAxesViewer.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/debugLayer.d.ts +67 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/directionalLightFrustumViewer.d.ts +77 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/physicsViewer.d.ts +52 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/rayHelper.d.ts +61 -0
- package/dist/types/node_modules/@babylonjs/core/Debug/skeletonViewer.d.ts +131 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.d.ts +53 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceTypes.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/eventFactory.d.ts +90 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/inputInterfaces.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.d.ts +13 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.d.ts +32 -0
- package/dist/types/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.d.ts +124 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.computeShader.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.debugging.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.externalTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiview.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.query.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.storageBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSampler.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSelector.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.transformFeedback.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.videoTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.views.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.webVR.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/index.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/ICanvas.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IDrawContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IMaterialContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/IPipelineContext.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeDataStream.d.ts +22 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeInterfaces.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Native/validatedNativeDataStream.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/index.d.ts +4 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.d.ts +15 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/iShaderProcessor.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/index.d.ts +9 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeInliner.d.ts +30 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.d.ts +5 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderProcessingOptions.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.d.ts +38 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.d.ts +12 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.d.ts +88 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.d.ts +34 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.d.ts +6 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.alpha.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.debugging.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.dynamicBuffer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.multiRender.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.query.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.readTexture.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +1 -0
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- package/dist/types/node_modules/@babylonjs/materials/shadowOnly/shadowOnly.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/shadowOnly/shadowOnly.vertex.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/shadowOnly/shadowOnlyMaterial.d.ts +16 -0
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- package/dist/types/node_modules/@babylonjs/materials/sky/skyMaterial.d.ts +112 -0
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- package/dist/types/node_modules/@babylonjs/materials/triPlanar/triplanar.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/triPlanar/triplanar.vertex.d.ts +7 -0
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- package/dist/types/node_modules/@babylonjs/materials/water/water.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/materials/water/water.vertex.d.ts +7 -0
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- package/dist/types/node_modules/@babylonjs/post-processes/asciiArt/asciiart.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/post-processes/asciiArt/index.d.ts +1 -0
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- package/dist/types/node_modules/@babylonjs/post-processes/digitalRain/index.d.ts +1 -0
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- package/dist/types/node_modules/@babylonjs/post-processes/legacy/legacy-digitalRain.d.ts +1 -0
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- package/dist/types/node_modules/@babylonjs/procedural-textures/brick/brickProceduralTexture.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/brick/brickProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/brick/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/cloud/cloudProceduralTexture.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/cloud/cloudProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/cloud/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/fire/fireProceduralTexture.d.ts +35 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/fire/fireProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/fire/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/grass/grassProceduralTexture.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/grass/grassProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/grass/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/index.d.ts +10 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-brick.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-cloud.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-fire.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-grass.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-marble.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-normalMap.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-perlinNoise.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-road.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-starfield.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy-wood.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/legacy/legacy.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/marble/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/marble/marbleProceduralTexture.d.ts +26 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/marble/marbleProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/normalMap/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/normalMap/normalMapProceduralTexture.d.ts +18 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/normalMap/normalMapProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/perlinNoise/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/perlinNoise/perlinNoiseProceduralTexture.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/perlinNoise/perlinNoiseProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/road/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/road/roadProceduralTexture.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/road/roadProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/starfield/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/starfield/starfieldProceduralTexture.d.ts +46 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/starfield/starfieldProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/wood/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/wood/woodProceduralTexture.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/procedural-textures/wood/woodProceduralTexture.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/serializers/OBJ/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/serializers/OBJ/objSerializer.d.ts +20 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +34 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_ior.d.ts +17 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +19 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_specular.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +16 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_materials_volume.d.ts +21 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/KHR_texture_transform.d.ts +25 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/Extensions/index.d.ts +11 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFAnimation.d.ts +171 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFData.d.ts +10 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFExporter.d.ts +372 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFExporterExtension.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFMaterialExporter.d.ts +231 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFSerializer.d.ts +24 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/glTFUtilities.d.ts +104 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/index.d.ts +8 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/2.0/shaders/textureTransform.fragment.d.ts +7 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/glTFFileExporter.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/serializers/glTF/index.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/serializers/index.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/serializers/legacy/legacy-glTF2Serializer.d.ts +2 -0
- package/dist/types/node_modules/@babylonjs/serializers/legacy/legacy-objSerializer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/serializers/legacy/legacy-stlSerializer.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/serializers/legacy/legacy.d.ts +3 -0
- package/dist/types/node_modules/@babylonjs/serializers/stl/index.d.ts +1 -0
- package/dist/types/node_modules/@babylonjs/serializers/stl/stlSerializer.d.ts +16 -0
- package/dist/types/src/api/classes/animationInterface.d.ts +8 -0
- package/dist/types/src/api/classes/dottedPath.d.ts +79 -0
- package/dist/types/src/api/classes/element.d.ts +153 -0
- package/dist/types/src/api/classes/event.d.ts +396 -0
- package/dist/types/src/api/classes/eventBroadcaster.d.ts +26 -0
- package/dist/types/src/api/classes/fuzzyMap.d.ts +7 -0
- package/dist/types/src/api/classes/parameter.d.ts +351 -0
- package/dist/types/src/api/classes/parameterObservable.d.ts +36 -0
- package/dist/types/src/api/classes/parameterizable.d.ts +15 -0
- package/dist/types/src/api/classes/placementAnimation.d.ts +45 -0
- package/dist/types/src/api/classes/variant.d.ts +253 -0
- package/dist/types/src/api/classes/variantInstance.d.ts +53 -0
- package/dist/types/src/api/classes/variantParameterizable.d.ts +17 -0
- package/dist/types/src/api/classes/viewer.d.ts +200 -0
- package/dist/types/src/api/classes/viewerLight.d.ts +66 -0
- package/dist/types/src/api/internal/lensRendering.d.ts +8 -0
- package/dist/types/src/api/internal/sceneSetup.d.ts +13 -0
- package/dist/types/src/api/manager/animationManager.d.ts +30 -0
- package/dist/types/src/api/manager/gltfExportManager.d.ts +78 -0
- package/dist/types/src/api/manager/sceneManager.d.ts +33 -0
- package/dist/types/src/api/manager/tagManager.d.ts +108 -0
- package/dist/types/src/api/manager/textureLoadManager.d.ts +22 -0
- package/dist/types/src/api/manager/variantInstanceManager.d.ts +103 -0
- package/dist/types/src/api/store/specStorage.d.ts +32 -0
- package/dist/types/src/api/util/babylonHelper.d.ts +235 -0
- package/dist/types/src/api/util/globalTypes.d.ts +436 -0
- package/dist/types/src/api/util/resourceHelper.d.ts +58 -0
- package/dist/types/src/api/util/sceneLoaderHelper.d.ts +44 -0
- package/dist/types/src/api/util/stringHelper.d.ts +13 -0
- package/dist/types/src/api/util/structureHelper.d.ts +9 -0
- package/dist/types/src/index.d.ts +27 -0
- package/package.json +86 -0
- package/src/api/classes/animationInterface.ts +10 -0
- package/src/api/classes/dottedPath.ts +181 -0
- package/src/api/classes/element.ts +731 -0
- package/src/api/classes/event.ts +452 -0
- package/src/api/classes/eventBroadcaster.ts +52 -0
- package/src/api/classes/fuzzyMap.ts +21 -0
- package/src/api/classes/parameter.ts +554 -0
- package/src/api/classes/parameterObservable.ts +73 -0
- package/src/api/classes/parameterizable.ts +87 -0
- package/src/api/classes/placementAnimation.ts +162 -0
- package/src/api/classes/variant.ts +933 -0
- package/src/api/classes/variantInstance.ts +123 -0
- package/src/api/classes/variantParameterizable.ts +85 -0
- package/src/api/classes/viewer.ts +742 -0
- package/src/api/classes/viewerLight.ts +339 -0
- package/src/api/internal/debugViewer.ts +90 -0
- package/src/api/internal/lensRendering.ts +9 -0
- package/src/api/internal/sceneSetup.ts +205 -0
- package/src/api/manager/animationManager.ts +143 -0
- package/src/api/manager/gltfExportManager.ts +236 -0
- package/src/api/manager/sceneManager.ts +136 -0
- package/src/api/manager/tagManager.ts +451 -0
- package/src/api/manager/textureLoadManager.ts +95 -0
- package/src/api/manager/variantInstanceManager.ts +298 -0
- package/src/api/store/specStorage.ts +68 -0
- package/src/api/util/babylonHelper.ts +822 -0
- package/src/api/util/globalTypes.ts +503 -0
- package/src/api/util/resourceHelper.ts +191 -0
- package/src/api/util/sceneLoaderHelper.ts +170 -0
- package/src/api/util/stringHelper.ts +30 -0
- package/src/api/util/structureHelper.ts +49 -0
- package/src/buildinfo.json +3 -0
- package/src/dev.ts +62 -0
- package/src/index.ts +79 -0
- package/src/types.d.ts +36 -0
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export namespace terrainPixelShader {
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}
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declare const name: "terrainPixelShader";
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declare const shader: "precision highp float;\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform sampler2D textureSampler;\nuniform vec2 vTextureInfos;\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\nuniform sampler2D bump2Sampler;\nuniform sampler2D bump3Sampler;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\nreturn mat3(tangent*invmax,binormal*invmax,normal);\n}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{\nvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\nvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\nvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\nbump1Color.rgb*=mixColor.r;\nbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\nvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\nmap=map*255./127.-128./127.;\nmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\nreturn normalize(TBN*map);\n}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\ndiffuse1Color.rgb*=baseColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\nbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
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export {};
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export namespace terrainVertexShader {
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declare const name: "terrainVertexShader";
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declare const shader: "precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform mat4 textureMatrix;uniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x==0.)\n{vTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));}\nelse\n{vTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
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export {};
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export class TerrainMaterial extends PushMaterial {
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static Parse(source: any, scene: any, rootUrl: any): TerrainMaterial;
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constructor(name: any, scene: any);
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diffuseColor: Color3;
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specularColor: Color3;
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specularPower: number;
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_disableLighting: boolean;
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_maxSimultaneousLights: number;
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getAlphaTestTexture(): null;
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isReadyForSubMesh(mesh: any, subMesh: any, useInstances: any): boolean;
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bindForSubMesh(world: any, mesh: any, subMesh: any): void;
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getAnimatables(): any[];
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hasTexture(texture: any): boolean;
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dispose(forceDisposeEffect: any): void;
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clone(name: any): TerrainMaterial;
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}
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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export * from "./triPlanarMaterial.js";
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export class TriPlanarMaterial extends PushMaterial {
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static Parse(source: any, scene: any, rootUrl: any): TriPlanarMaterial;
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constructor(name: any, scene: any);
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tileSize: number;
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diffuseColor: Color3;
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specularColor: Color3;
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specularPower: number;
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_disableLighting: boolean;
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isReadyForSubMesh(mesh: any, subMesh: any, useInstances: any): boolean;
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}
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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export namespace triplanarPixelShader {
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export { name };
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export { shader };
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}
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declare const name: "triplanarPixelShader";
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declare const shader: "precision highp float;\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\nuniform sampler2D diffuseSamplerX;\n#ifdef BUMPX\nuniform sampler2D normalSamplerX;\n#endif\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\nuniform sampler2D diffuseSamplerY;\n#ifdef BUMPY\nuniform sampler2D normalSamplerY;\n#endif\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\nuniform sampler2D diffuseSamplerZ;\n#ifdef BUMPZ\nuniform sampler2D normalSamplerZ;\n#endif\n#endif\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nvec4 baseColor=vec4(0.,0.,0.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=tangentSpace[2];\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec4 baseNormal=vec4(0.0,0.0,0.0,1.0);\nnormalW*=normalW;\n#ifdef DIFFUSEX\nbaseColor+=texture2D(diffuseSamplerX,vTextureUVX)*normalW.x;\n#ifdef BUMPX\nbaseNormal+=texture2D(normalSamplerX,vTextureUVX)*normalW.x;\n#endif\n#endif\n#ifdef DIFFUSEY\nbaseColor+=texture2D(diffuseSamplerY,vTextureUVY)*normalW.y;\n#ifdef BUMPY\nbaseNormal+=texture2D(normalSamplerY,vTextureUVY)*normalW.y;\n#endif\n#endif\n#ifdef DIFFUSEZ\nbaseColor+=texture2D(diffuseSamplerZ,vTextureUVZ)*normalW.z;\n#ifdef BUMPZ\nbaseNormal+=texture2D(normalSamplerZ,vTextureUVZ)*normalW.z;\n#endif\n#endif\n#ifdef NORMAL\nnormalW=normalize((2.0*baseNormal.xyz-1.0)*tangentSpace);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
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export {};
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@@ -0,0 +1,7 @@
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export namespace triplanarVertexShader {
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export { name };
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export { shader };
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}
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declare const name: "triplanarVertexShader";
|
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declare const shader: "precision highp float;\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\n#endif\nuniform float tileSize;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef DIFFUSEX\nvTextureUVX=worldPos.zy/tileSize;\n#endif\n#ifdef DIFFUSEY\nvTextureUVY=worldPos.xz/tileSize;\n#endif\n#ifdef DIFFUSEZ\nvTextureUVZ=worldPos.xy/tileSize;\n#endif\n#ifdef NORMAL\nvec3 xtan=vec3(0,0,1);\nvec3 xbin=vec3(0,1,0);\nvec3 ytan=vec3(1,0,0);\nvec3 ybin=vec3(0,0,1);\nvec3 ztan=vec3(1,0,0);\nvec3 zbin=vec3(0,1,0);\nvec3 normalizedNormal=normalize(normal);\nnormalizedNormal*=normalizedNormal;\nvec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);\nvec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);\nworldTangent=(world*vec4(worldTangent,0.0)).xyz;\nworldBinormal=(world*vec4(worldBinormal,0.0)).xyz;\nvec3 worldNormal=(world*vec4(normalize(normal),0.0)).xyz;\ntangentSpace[0]=worldTangent;\ntangentSpace[1]=worldBinormal;\ntangentSpace[2]=worldNormal;\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "./waterMaterial.js";
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace waterPixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "waterPixelShader";
|
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6
|
+
declare const shader: "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform sampler2D normalSampler;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\nconst float LOG2=1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform vec4 waterColor2;\nuniform float colorBlendFactor2;\nuniform float bumpHeight;\nuniform float time;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\nfloat alpha=vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\nif (normalW.y<0.0) {\nnormalW.y=-normalW.y;\n}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\nvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n),0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\nfloat IfresnelTerm=1.0-fresnelTerm;\nrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\nreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\nbaseColor=combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#else \n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\nbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#endif\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace waterVertexShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "waterVertexShader";
|
|
6
|
+
declare const shader: "precision highp float;\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform mat4 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\nuniform float waveCount;\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef BUMP\nif (vNormalInfos.x==0.)\n{\nvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\nvec3 p=position;\nfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);\np.y+=abs(newY);\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\nvPosition=position;\nvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvRefractionMapTexCoord.z=worldPos.w;\nworldPos=worldReflectionViewProjection*vec4(position,1.0);\nvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
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export {};
|
|
@@ -0,0 +1,113 @@
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|
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1
|
+
export class WaterMaterial extends PushMaterial {
|
|
2
|
+
static Parse(source: any, scene: any, rootUrl: any): WaterMaterial;
|
|
3
|
+
static CreateDefaultMesh(name: any, scene: any): import("@babylonjs/core").GroundMesh;
|
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4
|
+
/**
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5
|
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* Constructor
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6
|
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* @param name
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|
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|
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* @param scene
|
|
8
|
+
* @param renderTargetSize
|
|
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|
+
*/
|
|
10
|
+
constructor(name: any, scene: any, renderTargetSize?: Vector2);
|
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11
|
+
renderTargetSize: Vector2;
|
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12
|
+
diffuseColor: Color3;
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13
|
+
specularColor: Color3;
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14
|
+
specularPower: number;
|
|
15
|
+
_disableLighting: boolean;
|
|
16
|
+
_maxSimultaneousLights: number;
|
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17
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+
/**
|
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18
|
+
* Defines the wind force.
|
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19
|
+
*/
|
|
20
|
+
windForce: number;
|
|
21
|
+
/**
|
|
22
|
+
* Defines the direction of the wind in the plane (X, Z).
|
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23
|
+
*/
|
|
24
|
+
windDirection: Vector2;
|
|
25
|
+
/**
|
|
26
|
+
* Defines the height of the waves.
|
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27
|
+
*/
|
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28
|
+
waveHeight: number;
|
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29
|
+
/**
|
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30
|
+
* Defines the bump height related to the bump map.
|
|
31
|
+
*/
|
|
32
|
+
bumpHeight: number;
|
|
33
|
+
/**
|
|
34
|
+
* Defines wether or not: to add a smaller moving bump to less steady waves.
|
|
35
|
+
*/
|
|
36
|
+
_bumpSuperimpose: boolean;
|
|
37
|
+
/**
|
|
38
|
+
* Defines wether or not color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
|
|
39
|
+
*/
|
|
40
|
+
_fresnelSeparate: boolean;
|
|
41
|
+
/**
|
|
42
|
+
* Defines wether or not bump Wwves modify the reflection.
|
|
43
|
+
*/
|
|
44
|
+
_bumpAffectsReflection: boolean;
|
|
45
|
+
/**
|
|
46
|
+
* Defines the water color blended with the refraction (near).
|
|
47
|
+
*/
|
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48
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waterColor: Color3;
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/**
|
|
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+
* Defines the blend factor related to the water color.
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+
*/
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colorBlendFactor: number;
|
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|
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/**
|
|
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|
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* Defines the water color blended with the reflection (far).
|
|
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+
*/
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|
+
waterColor2: Color3;
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|
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/**
|
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|
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* Defines the blend factor related to the water color (reflection, far).
|
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+
*/
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colorBlendFactor2: number;
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/**
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* Defines the maximum length of a wave.
|
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+
*/
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waveLength: number;
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/**
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* Defines the waves speed.
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*/
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waveSpeed: number;
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/**
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* Defines the number of times waves are repeated. This is typically used to adjust waves count according to the ground's size where the material is applied on.
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*/
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waveCount: number;
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/**
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* Sets or gets whether or not automatic clipping should be enabled or not. Setting to true will save performances and
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* will avoid calculating useless pixels in the pixel shader of the water material.
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*/
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disableClipPlane: boolean;
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_renderTargets: SmartArray<any>;
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_mesh: any;
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_reflectionTransform: Matrix;
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_lastTime: number;
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_lastDeltaTime: number;
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getRenderTargetTextures: () => SmartArray<any>;
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_imageProcessingConfiguration: ImageProcessingConfiguration;
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+
_imageProcessingObserver: import("@babylonjs/core").Nullable<import("@babylonjs/core").Observer<ImageProcessingConfiguration>> | undefined;
|
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|
+
set useLogarithmicDepth(arg: any);
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get useLogarithmicDepth(): any;
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_useLogarithmicDepth: any;
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+
get refractionTexture(): RenderTargetTexture | undefined;
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+
get reflectionTexture(): RenderTargetTexture | undefined;
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+
addToRenderList(node: any): void;
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+
enableRenderTargets(enable: any): void;
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+
getRenderList(): import("@babylonjs/core").Nullable<import("@babylonjs/core").AbstractMesh[]>;
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+
get renderTargetsEnabled(): boolean;
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getAlphaTestTexture(): null;
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isReadyForSubMesh(mesh: any, subMesh: any, useInstances: any): boolean;
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_waitingRenderList: any;
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bindForSubMesh(world: any, mesh: any, subMesh: any): void;
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_createRenderTargets(scene: any, renderTargetSize: any): void;
|
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_refractionRTT: RenderTargetTexture | undefined;
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_reflectionRTT: RenderTargetTexture | undefined;
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getAnimatables(): any[];
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|
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hasTexture(texture: any): boolean;
|
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|
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dispose(forceDisposeEffect: any): void;
|
|
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clone(name: any): WaterMaterial;
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}
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
|
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
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|
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import { SmartArray } from "@babylonjs/core/Misc/smartArray.js";
|
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|
+
import { Matrix } from "@babylonjs/core/Maths/math.vector.js";
|
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|
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import { ImageProcessingConfiguration } from "@babylonjs/core/Materials/imageProcessingConfiguration.js";
|
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import { RenderTargetTexture } from "@babylonjs/core/Materials/Textures/renderTargetTexture.js";
|
|
@@ -0,0 +1,80 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
|
|
3
|
+
*
|
|
4
|
+
* It basically takes care rendering the font front the given font size to a texture.
|
|
5
|
+
* This is used later on in the postprocess.
|
|
6
|
+
*/
|
|
7
|
+
export class AsciiArtFontTexture extends BaseTexture {
|
|
8
|
+
/**
|
|
9
|
+
* Parses a json object representing the texture and returns an instance of it.
|
|
10
|
+
* @param source the source JSON representation
|
|
11
|
+
* @param scene the scene to create the texture for
|
|
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|
+
* @returns the parsed texture
|
|
13
|
+
*/
|
|
14
|
+
static Parse(source: any, scene: any): AsciiArtFontTexture;
|
|
15
|
+
/**
|
|
16
|
+
* Create a new instance of the Ascii Art FontTexture class
|
|
17
|
+
* @param name the name of the texture
|
|
18
|
+
* @param font the font to use, use the W3C CSS notation
|
|
19
|
+
* @param text the caracter set to use in the rendering.
|
|
20
|
+
* @param scene the scene that owns the texture
|
|
21
|
+
*/
|
|
22
|
+
constructor(name: any, font: any, text: any, scene?: null);
|
|
23
|
+
name: any;
|
|
24
|
+
_charSize: number | undefined;
|
|
25
|
+
_texture: any;
|
|
26
|
+
/**
|
|
27
|
+
* Gets the size of one char in the texture (each char fits in size * size space in the texture).
|
|
28
|
+
*/
|
|
29
|
+
get charSize(): number | undefined;
|
|
30
|
+
/**
|
|
31
|
+
* Gets the max char width of a font.
|
|
32
|
+
* @param font the font to use, use the W3C CSS notation
|
|
33
|
+
* @returns the max char width
|
|
34
|
+
*/
|
|
35
|
+
_getFontWidth(font: any): number;
|
|
36
|
+
/**
|
|
37
|
+
* Gets the max char height of a font.
|
|
38
|
+
* @param font the font to use, use the W3C CSS notation
|
|
39
|
+
* @returns the max char height
|
|
40
|
+
*/
|
|
41
|
+
_getFontHeight(font: any): {
|
|
42
|
+
height: number;
|
|
43
|
+
offset: number;
|
|
44
|
+
};
|
|
45
|
+
/**
|
|
46
|
+
* Clones the current AsciiArtTexture.
|
|
47
|
+
* @returns the clone of the texture.
|
|
48
|
+
*/
|
|
49
|
+
clone(): AsciiArtFontTexture;
|
|
50
|
+
}
|
|
51
|
+
/**
|
|
52
|
+
* AsciiArtPostProcess helps rendering everithing in Ascii Art.
|
|
53
|
+
*
|
|
54
|
+
* Simmply add it to your scene and let the nerd that lives in you have fun.
|
|
55
|
+
* Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
|
|
56
|
+
*/
|
|
57
|
+
export class AsciiArtPostProcess extends PostProcess {
|
|
58
|
+
/**
|
|
59
|
+
* Instantiates a new Ascii Art Post Process.
|
|
60
|
+
* @param name the name to give to the postprocess
|
|
61
|
+
* @camera the camera to apply the post process to.
|
|
62
|
+
* @param camera
|
|
63
|
+
* @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
|
|
64
|
+
*/
|
|
65
|
+
constructor(name: any, camera: any, options: any);
|
|
66
|
+
/**
|
|
67
|
+
* This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
|
|
68
|
+
* This number is defined between 0 and 1;
|
|
69
|
+
*/
|
|
70
|
+
mixToTile: any;
|
|
71
|
+
/**
|
|
72
|
+
* This defines the amount you want to mix the normal rendering pass in the ascii art.
|
|
73
|
+
* This number is defined between 0 and 1;
|
|
74
|
+
*/
|
|
75
|
+
mixToNormal: any;
|
|
76
|
+
_asciiArtFontTexture: AsciiArtFontTexture;
|
|
77
|
+
onApply: (effect: any) => void;
|
|
78
|
+
}
|
|
79
|
+
import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
|
80
|
+
import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace asciiartPixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "asciiartPixelShader";
|
|
6
|
+
declare const shader: "varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D asciiArtFont;uniform vec4 asciiArtFontInfos;uniform vec4 asciiArtOptions;float getLuminance(vec3 color)\n{return clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{float caracterSize=asciiArtFontInfos.x;float numChar=asciiArtFontInfos.y-1.0;float fontx=asciiArtFontInfos.z;float fonty=asciiArtFontInfos.w;float screenx=asciiArtOptions.x;float screeny=asciiArtOptions.y;float tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;float tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;vec2 tileUV=vec2(tileX,tileY);vec4 tileColor=texture2D(textureSampler,tileUV);vec4 baseColor=texture2D(textureSampler,vUV);float tileLuminance=getLuminance(tileColor.rgb);float offsetx=(float(floor(tileLuminance*numChar)))*caracterSize/fontx;float offsety=0.0;float x=float(mod(gl_FragCoord.x,caracterSize))/fontx;float y=float(mod(gl_FragCoord.y,caracterSize))/fonty;vec4 finalColor= texture2D(asciiArtFont,vec2(offsetx+x,offsety+(caracterSize/fonty-y)));finalColor.rgb*=tileColor.rgb;finalColor.a=1.0;finalColor= mix(finalColor,tileColor,asciiArtOptions.w);finalColor= mix(finalColor,baseColor,asciiArtOptions.z);gl_FragColor=finalColor;}";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "./asciiArtPostProcess.js";
|
package/dist/types/node_modules/@babylonjs/post-processes/digitalRain/digitalRainPostProcess.d.ts
ADDED
|
@@ -0,0 +1,84 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
|
|
3
|
+
*
|
|
4
|
+
* It basically takes care rendering the font front the given font size to a texture.
|
|
5
|
+
* This is used later on in the postprocess.
|
|
6
|
+
*/
|
|
7
|
+
export class DigitalRainFontTexture extends BaseTexture {
|
|
8
|
+
/**
|
|
9
|
+
* Parses a json object representing the texture and returns an instance of it.
|
|
10
|
+
* @param source the source JSON representation
|
|
11
|
+
* @param scene the scene to create the texture for
|
|
12
|
+
* @returns the parsed texture
|
|
13
|
+
*/
|
|
14
|
+
static Parse(source: any, scene: any): DigitalRainFontTexture;
|
|
15
|
+
/**
|
|
16
|
+
* Create a new instance of the Digital Rain FontTexture class
|
|
17
|
+
* @param name the name of the texture
|
|
18
|
+
* @param font the font to use, use the W3C CSS notation
|
|
19
|
+
* @param text the caracter set to use in the rendering.
|
|
20
|
+
* @param scene the scene that owns the texture
|
|
21
|
+
*/
|
|
22
|
+
constructor(name: any, font: any, text: any, scene?: null);
|
|
23
|
+
name: any;
|
|
24
|
+
_charSize: number | undefined;
|
|
25
|
+
_texture: any;
|
|
26
|
+
/**
|
|
27
|
+
* Gets the size of one char in the texture (each char fits in size * size space in the texture).
|
|
28
|
+
*/
|
|
29
|
+
get charSize(): number | undefined;
|
|
30
|
+
/**
|
|
31
|
+
* Gets the max char width of a font.
|
|
32
|
+
* @param font the font to use, use the W3C CSS notation
|
|
33
|
+
* @returns the max char width
|
|
34
|
+
*/
|
|
35
|
+
_getFontWidth(font: any): number;
|
|
36
|
+
/**
|
|
37
|
+
* Gets the max char height of a font.
|
|
38
|
+
* @param font the font to use, use the W3C CSS notation
|
|
39
|
+
* @returns the max char height
|
|
40
|
+
*/
|
|
41
|
+
_getFontHeight(font: any): {
|
|
42
|
+
height: number;
|
|
43
|
+
offset: number;
|
|
44
|
+
};
|
|
45
|
+
/**
|
|
46
|
+
* Clones the current DigitalRainFontTexture.
|
|
47
|
+
* @returns the clone of the texture.
|
|
48
|
+
*/
|
|
49
|
+
clone(): DigitalRainFontTexture;
|
|
50
|
+
}
|
|
51
|
+
/**
|
|
52
|
+
* DigitalRainPostProcess helps rendering everithing in digital rain.
|
|
53
|
+
*
|
|
54
|
+
* Simmply add it to your scene and let the nerd that lives in you have fun.
|
|
55
|
+
* Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
|
|
56
|
+
*/
|
|
57
|
+
export class DigitalRainPostProcess extends PostProcess {
|
|
58
|
+
/**
|
|
59
|
+
* Instantiates a new Digital Rain Post Process.
|
|
60
|
+
* @param name the name to give to the postprocess
|
|
61
|
+
* @camera the camera to apply the post process to.
|
|
62
|
+
* @param camera
|
|
63
|
+
* @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
|
|
64
|
+
*/
|
|
65
|
+
constructor(name: any, camera: any, options: any);
|
|
66
|
+
/**
|
|
67
|
+
* This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
|
|
68
|
+
* This number is defined between 0 and 1;
|
|
69
|
+
*/
|
|
70
|
+
mixToTile: any;
|
|
71
|
+
/**
|
|
72
|
+
* This defines the amount you want to mix the normal rendering pass in the digital rain.
|
|
73
|
+
* This number is defined between 0 and 1;
|
|
74
|
+
*/
|
|
75
|
+
mixToNormal: any;
|
|
76
|
+
/**
|
|
77
|
+
* Speed of the effect
|
|
78
|
+
*/
|
|
79
|
+
speed: number;
|
|
80
|
+
_digitalRainFontTexture: DigitalRainFontTexture;
|
|
81
|
+
onApply: (effect: any) => void;
|
|
82
|
+
}
|
|
83
|
+
import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
|
84
|
+
import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
|
package/dist/types/node_modules/@babylonjs/post-processes/digitalRain/digitalrain.fragment.d.ts
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace digitalrainPixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "digitalrainPixelShader";
|
|
6
|
+
declare const shader: "varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D digitalRainFont;uniform vec4 digitalRainFontInfos;uniform vec4 digitalRainOptions;uniform mat4 matrixSpeed;uniform float cosTimeZeroOne;float getLuminance(vec3 color)\n{return clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{float caracterSize=digitalRainFontInfos.x;float numChar=digitalRainFontInfos.y-1.0;float fontx=digitalRainFontInfos.z;float fonty=digitalRainFontInfos.w;float screenx=digitalRainOptions.x;float screeny=digitalRainOptions.y;float ratio=screeny/fonty;float columnx=float(floor((gl_FragCoord.x)/caracterSize));float tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;float tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;vec2 tileUV=vec2(tileX,tileY);vec4 tileColor=texture2D(textureSampler,tileUV);vec4 baseColor=texture2D(textureSampler,vUV);float tileLuminance=getLuminance(tileColor.rgb);int st=int(mod(columnx,4.0));float speed=cosTimeZeroOne*(sin(tileX*314.5)*0.5+0.6); \nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;float y=float(mod(speed+gl_FragCoord.y/screeny,1.0));y*=ratio;vec4 finalColor= texture2D(digitalRainFont,vec2(x,1.0-y));vec3 high=finalColor.rgb*(vec3(1.2,1.2,1.2)*pow(1.0-y,30.0));finalColor.rgb*=vec3(pow(tileLuminance,5.0),pow(tileLuminance,1.5),pow(tileLuminance,3.0));finalColor.rgb+=high;finalColor.rgb=clamp(finalColor.rgb,0.,1.);finalColor.a=1.0;finalColor= mix(finalColor,tileColor,digitalRainOptions.w);finalColor= mix(finalColor,baseColor,digitalRainOptions.z);gl_FragColor=finalColor;}";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "./digitalRainPostProcess.js";
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "../asciiArt/index.js";
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "../digitalRain/index.js";
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "../index.js";
|
package/dist/types/node_modules/@babylonjs/procedural-textures/brick/brickProceduralTexture.d.ts
ADDED
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
export class BrickProceduralTexture extends ProceduralTexture {
|
|
2
|
+
/**
|
|
3
|
+
* Creates a Brick Procedural Texture from parsed brick procedural texture data
|
|
4
|
+
* @param parsedTexture defines parsed texture data
|
|
5
|
+
* @param scene defines the current scene
|
|
6
|
+
* @param rootUrl defines the root URL containing brick procedural texture information
|
|
7
|
+
* @returns a parsed Brick Procedural Texture
|
|
8
|
+
*/
|
|
9
|
+
static Parse(parsedTexture: any, scene: any, rootUrl: any): BrickProceduralTexture;
|
|
10
|
+
constructor(name: any, size: any, scene: null | undefined, fallbackTexture: any, generateMipMaps: any);
|
|
11
|
+
_numberOfBricksHeight: number;
|
|
12
|
+
_numberOfBricksWidth: number;
|
|
13
|
+
_jointColor: Color3;
|
|
14
|
+
_brickColor: Color3;
|
|
15
|
+
updateShaderUniforms(): void;
|
|
16
|
+
set numberOfBricksHeight(arg: number);
|
|
17
|
+
get numberOfBricksHeight(): number;
|
|
18
|
+
set numberOfBricksWidth(arg: number);
|
|
19
|
+
get numberOfBricksWidth(): number;
|
|
20
|
+
set jointColor(arg: Color3);
|
|
21
|
+
get jointColor(): Color3;
|
|
22
|
+
set brickColor(arg: Color3);
|
|
23
|
+
get brickColor(): Color3;
|
|
24
|
+
}
|
|
25
|
+
import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
|
|
26
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace brickProceduralTexturePixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "brickProceduralTexturePixelShader";
|
|
6
|
+
declare const 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);}";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "./brickProceduralTexture.js";
|
package/dist/types/node_modules/@babylonjs/procedural-textures/cloud/cloudProceduralTexture.d.ts
ADDED
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
export class CloudProceduralTexture extends ProceduralTexture {
|
|
2
|
+
/**
|
|
3
|
+
* Creates a Cloud Procedural Texture from parsed cloud procedural texture data
|
|
4
|
+
* @param parsedTexture defines parsed texture data
|
|
5
|
+
* @param scene defines the current scene
|
|
6
|
+
* @param rootUrl defines the root URL containing cloud procedural texture information
|
|
7
|
+
* @returns a parsed Cloud Procedural Texture
|
|
8
|
+
*/
|
|
9
|
+
static Parse(parsedTexture: any, scene: any, rootUrl: any): CloudProceduralTexture;
|
|
10
|
+
constructor(name: any, size: any, scene: null | undefined, fallbackTexture: any, generateMipMaps: any);
|
|
11
|
+
_skyColor: Color4;
|
|
12
|
+
_cloudColor: Color4;
|
|
13
|
+
_amplitude: number;
|
|
14
|
+
_numOctaves: number;
|
|
15
|
+
updateShaderUniforms(): void;
|
|
16
|
+
set skyColor(arg: Color4);
|
|
17
|
+
get skyColor(): Color4;
|
|
18
|
+
set cloudColor(arg: Color4);
|
|
19
|
+
get cloudColor(): Color4;
|
|
20
|
+
set amplitude(arg: number);
|
|
21
|
+
get amplitude(): number;
|
|
22
|
+
set numOctaves(arg: number);
|
|
23
|
+
get numOctaves(): number;
|
|
24
|
+
}
|
|
25
|
+
import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
|
|
26
|
+
import { Color4 } from "@babylonjs/core/Maths/math.color.js";
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace cloudProceduralTexturePixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "cloudProceduralTexturePixelShader";
|
|
6
|
+
declare const 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";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "./cloudProceduralTexture.js";
|
package/dist/types/node_modules/@babylonjs/procedural-textures/fire/fireProceduralTexture.d.ts
ADDED
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
export class FireProceduralTexture extends ProceduralTexture {
|
|
2
|
+
static get PurpleFireColors(): Color3[];
|
|
3
|
+
static get GreenFireColors(): Color3[];
|
|
4
|
+
static get RedFireColors(): Color3[];
|
|
5
|
+
static get BlueFireColors(): Color3[];
|
|
6
|
+
/**
|
|
7
|
+
* Creates a Fire Procedural Texture from parsed fire procedural texture data
|
|
8
|
+
* @param parsedTexture defines parsed texture data
|
|
9
|
+
* @param scene defines the current scene
|
|
10
|
+
* @param rootUrl defines the root URL containing fire procedural texture information
|
|
11
|
+
* @returns a parsed Fire Procedural Texture
|
|
12
|
+
*/
|
|
13
|
+
static Parse(parsedTexture: any, scene: any, rootUrl: any): FireProceduralTexture;
|
|
14
|
+
constructor(name: any, size: any, scene: null | undefined, fallbackTexture: any, generateMipMaps: any);
|
|
15
|
+
_time: number;
|
|
16
|
+
_speed: Vector2;
|
|
17
|
+
_autoGenerateTime: boolean;
|
|
18
|
+
_alphaThreshold: number;
|
|
19
|
+
_fireColors: Color3[];
|
|
20
|
+
updateShaderUniforms(): void;
|
|
21
|
+
render(useCameraPostProcess: any): void;
|
|
22
|
+
set autoGenerateTime(arg: boolean);
|
|
23
|
+
get autoGenerateTime(): boolean;
|
|
24
|
+
set fireColors(arg: Color3[]);
|
|
25
|
+
get fireColors(): Color3[];
|
|
26
|
+
set time(arg: number);
|
|
27
|
+
get time(): number;
|
|
28
|
+
set speed(arg: Vector2);
|
|
29
|
+
get speed(): Vector2;
|
|
30
|
+
set alphaThreshold(arg: number);
|
|
31
|
+
get alphaThreshold(): number;
|
|
32
|
+
}
|
|
33
|
+
import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
|
|
34
|
+
import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
|
|
35
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace fireProceduralTexturePixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "fireProceduralTexturePixelShader";
|
|
6
|
+
declare const 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));}";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "./fireProceduralTexture.js";
|
package/dist/types/node_modules/@babylonjs/procedural-textures/grass/grassProceduralTexture.d.ts
ADDED
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
export class GrassProceduralTexture extends ProceduralTexture {
|
|
2
|
+
/**
|
|
3
|
+
* Creates a Grass Procedural Texture from parsed grass procedural texture data
|
|
4
|
+
* @param parsedTexture defines parsed texture data
|
|
5
|
+
* @param scene defines the current scene
|
|
6
|
+
* @param rootUrl defines the root URL containing grass procedural texture information
|
|
7
|
+
* @returns a parsed Grass Procedural Texture
|
|
8
|
+
*/
|
|
9
|
+
static Parse(parsedTexture: any, scene: any, rootUrl: any): GrassProceduralTexture;
|
|
10
|
+
constructor(name: any, size: any, scene: null | undefined, fallbackTexture: any, generateMipMaps: any);
|
|
11
|
+
_groundColor: Color3;
|
|
12
|
+
_grassColors: Color3[];
|
|
13
|
+
updateShaderUniforms(): void;
|
|
14
|
+
set grassColors(arg: Color3[]);
|
|
15
|
+
get grassColors(): Color3[];
|
|
16
|
+
set groundColor(arg: Color3);
|
|
17
|
+
get groundColor(): Color3;
|
|
18
|
+
}
|
|
19
|
+
import { ProceduralTexture } from "@babylonjs/core/Materials/Textures/Procedurals/proceduralTexture.js";
|
|
20
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
export namespace grassProceduralTexturePixelShader {
|
|
2
|
+
export { name };
|
|
3
|
+
export { shader };
|
|
4
|
+
}
|
|
5
|
+
declare const name: "grassProceduralTexturePixelShader";
|
|
6
|
+
declare 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);}\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}";
|
|
7
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "./grassProceduralTexture.js";
|