babylonjs-procedural-textures 4.2.0 → 4.2.1

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.
@@ -97,10 +97,10 @@ return /******/ (function(modules) { // webpackBootstrap
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  /******/ ({
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  /***/ "../../node_modules/tslib/tslib.es6.js":
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- /*!***********************************************************!*\
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- !*** C:/Repos/Babylon.js/node_modules/tslib/tslib.es6.js ***!
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- \***********************************************************/
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- /*! exports provided: __extends, __assign, __rest, __decorate, __param, __metadata, __awaiter, __generator, __createBinding, __exportStar, __values, __read, __spread, __spreadArrays, __await, __asyncGenerator, __asyncDelegator, __asyncValues, __makeTemplateObject, __importStar, __importDefault, __classPrivateFieldGet, __classPrivateFieldSet */
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+ /*!*************************************************************!*\
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+ !*** E:/Babylon/Babylon.js/node_modules/tslib/tslib.es6.js ***!
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+ \*************************************************************/
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+ /*! exports provided: __extends, __assign, __rest, __decorate, __param, __metadata, __awaiter, __generator, __createBinding, __exportStar, __values, __read, __spread, __spreadArrays, __spreadArray, __await, __asyncGenerator, __asyncDelegator, __asyncValues, __makeTemplateObject, __importStar, __importDefault, __classPrivateFieldGet, __classPrivateFieldSet */
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  /***/ (function(module, __webpack_exports__, __webpack_require__) {
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  "use strict";
@@ -119,6 +119,7 @@ __webpack_require__.r(__webpack_exports__);
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  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__read", function() { return __read; });
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  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__spread", function() { return __spread; });
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  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__spreadArrays", function() { return __spreadArrays; });
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+ /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__spreadArray", function() { return __spreadArray; });
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  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__await", function() { return __await; });
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  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__asyncGenerator", function() { return __asyncGenerator; });
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  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "__asyncDelegator", function() { return __asyncDelegator; });
@@ -152,6 +153,8 @@ var extendStatics = function(d, b) {
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  };
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  function __extends(d, b) {
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+ if (typeof b !== "function" && b !== null)
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+ throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
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  extendStatics(d, b);
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  function __() { this.constructor = d; }
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  d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
@@ -274,19 +277,31 @@ function __read(o, n) {
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  return ar;
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  }
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+ /** @deprecated */
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  function __spread() {
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  for (var ar = [], i = 0; i < arguments.length; i++)
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  ar = ar.concat(__read(arguments[i]));
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  return ar;
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  }
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+ /** @deprecated */
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  function __spreadArrays() {
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  for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;
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  for (var r = Array(s), k = 0, i = 0; i < il; i++)
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  for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)
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  r[k] = a[j];
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  return r;
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- };
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+ }
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+
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+ function __spreadArray(to, from, pack) {
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+ if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {
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+ if (ar || !(i in from)) {
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+ if (!ar) ar = Array.prototype.slice.call(from, 0, i);
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+ ar[i] = from[i];
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+ }
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+ }
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+ return to.concat(ar || Array.prototype.slice.call(from));
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+ }
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  function __await(v) {
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  return this instanceof __await ? (this.v = v, this) : new __await(v);
@@ -341,19 +356,17 @@ function __importDefault(mod) {
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  return (mod && mod.__esModule) ? mod : { default: mod };
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  }
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- function __classPrivateFieldGet(receiver, privateMap) {
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- if (!privateMap.has(receiver)) {
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- throw new TypeError("attempted to get private field on non-instance");
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- }
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- return privateMap.get(receiver);
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+ function __classPrivateFieldGet(receiver, state, kind, f) {
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+ if (kind === "a" && !f) throw new TypeError("Private accessor was defined without a getter");
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+ if (typeof state === "function" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError("Cannot read private member from an object whose class did not declare it");
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+ return kind === "m" ? f : kind === "a" ? f.call(receiver) : f ? f.value : state.get(receiver);
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  }
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- function __classPrivateFieldSet(receiver, privateMap, value) {
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- if (!privateMap.has(receiver)) {
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- throw new TypeError("attempted to set private field on non-instance");
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- }
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- privateMap.set(receiver, value);
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- return value;
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+ function __classPrivateFieldSet(receiver, state, value, kind, f) {
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+ if (kind === "m") throw new TypeError("Private method is not writable");
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+ if (kind === "a" && !f) throw new TypeError("Private accessor was defined without a setter");
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+ if (typeof state === "function" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError("Cannot write private member to an object whose class did not declare it");
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+ return (kind === "a" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;
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  }
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@@ -1 +1 @@
1
- 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WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } });\r\n}) : (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n if (m) return m.call(o);\r\n if (o && typeof o.length === \"number\") return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n};\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, privateMap) {\r\n if (!privateMap.has(receiver)) {\r\n throw new TypeError(\"attempted to get private field on non-instance\");\r\n }\r\n return privateMap.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, privateMap, value) {\r\n if (!privateMap.has(receiver)) {\r\n throw new TypeError(\"attempted to set private field on non-instance\");\r\n }\r\n privateMap.set(receiver, value);\r\n return value;\r\n}\r\n","var g;\n\n// This works in non-strict mode\ng = (function() {\n\treturn this;\n})();\n\ntry {\n\t// This works if eval is allowed (see CSP)\n\tg = g || new Function(\"return this\")();\n} catch (e) {\n\t// This works if the window reference is available\n\tif (typeof window === \"object\") g = window;\n}\n\n// g can still be undefined, but nothing to do about it...\n// We return undefined, instead of nothing here, so it's\n// easier to handle this case. if(!global) { ...}\n\nmodule.exports = g;\n","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'brickProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var brickProceduralTexturePixelShader = { name, shader };\n","import { serialize, serializeAsColor3, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./brickProceduralTexture.fragment\";\r\n\r\nexport class BrickProceduralTexture extends ProceduralTexture {\r\n private _numberOfBricksHeight: number = 15;\r\n private _numberOfBricksWidth: number = 5;\r\n private _jointColor = new Color3(0.72, 0.72, 0.72);\r\n private _brickColor = new Color3(0.77, 0.47, 0.40);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"brickProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"numberOfBricksHeight\", this._numberOfBricksHeight);\r\n this.setFloat(\"numberOfBricksWidth\", this._numberOfBricksWidth);\r\n this.setColor3(\"brickColor\", this._brickColor);\r\n this.setColor3(\"jointColor\", this._jointColor);\r\n }\r\n\r\n @serialize()\r\n public get numberOfBricksHeight(): number {\r\n return this._numberOfBricksHeight;\r\n }\r\n\r\n public set numberOfBricksHeight(value: number) {\r\n this._numberOfBricksHeight = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get numberOfBricksWidth(): number {\r\n return this._numberOfBricksWidth;\r\n }\r\n\r\n public set numberOfBricksWidth(value: number) {\r\n this._numberOfBricksWidth = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get jointColor(): Color3 {\r\n return this._jointColor;\r\n }\r\n\r\n public set jointColor(value: Color3) {\r\n this._jointColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get brickColor(): Color3 {\r\n return this._brickColor;\r\n }\r\n\r\n public set brickColor(value: Color3) {\r\n this._brickColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this brick procedural texture\r\n * @returns a serialized brick procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.BrickProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Brick Procedural Texture from parsed brick procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing brick procedural texture information\r\n * @returns a parsed Brick Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.BrickProceduralTexture\"] = BrickProceduralTexture;","export * from \"./brickProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'cloudProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vUV;\nuniform vec4 skyColor;\nuniform vec4 cloudColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*12.0;\nvec4 c=mix(skyColor,cloudColor,fbm(p));\ngl_FragColor=c;\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var cloudProceduralTexturePixelShader = { name, shader };\n","import { serializeAsColor4, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color4 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./cloudProceduralTexture.fragment\";\r\n\r\nexport class CloudProceduralTexture extends ProceduralTexture {\r\n private _skyColor = new Color4(0.15, 0.68, 1.0, 1.0);\r\n private _cloudColor = new Color4(1, 1, 1, 1.0);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"cloudProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor4(\"skyColor\", this._skyColor);\r\n this.setColor4(\"cloudColor\", this._cloudColor);\r\n }\r\n\r\n @serializeAsColor4()\r\n public get skyColor(): Color4 {\r\n return this._skyColor;\r\n }\r\n\r\n public set skyColor(value: Color4) {\r\n this._skyColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor4()\r\n public get cloudColor(): Color4 {\r\n return this._cloudColor;\r\n }\r\n\r\n public set cloudColor(value: Color4) {\r\n this._cloudColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this cloud procedural texture\r\n * @returns a serialized cloud procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.CloudProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Cloud Procedural Texture from parsed cloud procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing cloud procedural texture information\r\n * @returns a parsed Cloud Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new CloudProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.CloudProceduralTexture\"] = CloudProceduralTexture;","export * from \"./cloudProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'fireProceduralTexturePixelShader';\nlet shader = `precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var fireProceduralTexturePixelShader = { name, shader };\n","import { serialize, serializeAsVector2, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Vector2 } from \"babylonjs/Maths/math.vector\";\r\nimport { Color3 } from 'babylonjs/Maths/math.color';\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./fireProceduralTexture.fragment\";\r\n\r\nexport class FireProceduralTexture extends ProceduralTexture {\r\n private _time: number = 0.0;\r\n private _speed = new Vector2(0.5, 0.3);\r\n private _autoGenerateTime: boolean = true;\r\n private _fireColors: Color3[];\r\n private _alphaThreshold: number = 0.5;\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"fireProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this._fireColors = FireProceduralTexture.RedFireColors;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"time\", this._time);\r\n this.setVector2(\"speed\", this._speed);\r\n this.setColor3(\"c1\", this._fireColors[0]);\r\n this.setColor3(\"c2\", this._fireColors[1]);\r\n this.setColor3(\"c3\", this._fireColors[2]);\r\n this.setColor3(\"c4\", this._fireColors[3]);\r\n this.setColor3(\"c5\", this._fireColors[4]);\r\n this.setColor3(\"c6\", this._fireColors[5]);\r\n this.setFloat(\"alphaThreshold\", this._alphaThreshold);\r\n }\r\n\r\n public render(useCameraPostProcess?: boolean) {\r\n let scene = this.getScene();\r\n if (this._autoGenerateTime && scene) {\r\n this._time += scene.getAnimationRatio() * 0.03;\r\n this.updateShaderUniforms();\r\n }\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n public static get PurpleFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 0.0, 1.0),\r\n new Color3(0.9, 0.0, 1.0),\r\n new Color3(0.2, 0.0, 1.0),\r\n new Color3(1.0, 0.9, 1.0),\r\n new Color3(0.1, 0.1, 1.0),\r\n new Color3(0.9, 0.9, 1.0)\r\n ];\r\n }\r\n\r\n public static get GreenFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.3, 0.4, 0.0),\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.2, 0.0, 0.0),\r\n new Color3(0.5, 1.0, 0.0)\r\n ];\r\n }\r\n\r\n public static get RedFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 0.0, 0.1),\r\n new Color3(0.9, 0.0, 0.0),\r\n new Color3(0.2, 0.0, 0.0),\r\n new Color3(1.0, 0.9, 0.0),\r\n new Color3(0.1, 0.1, 0.1),\r\n new Color3(0.9, 0.9, 0.9)\r\n ];\r\n }\r\n\r\n public static get BlueFireColors(): Color3[] {\r\n return [\r\n new Color3(0.1, 0.0, 0.5),\r\n new Color3(0.0, 0.0, 0.5),\r\n new Color3(0.1, 0.0, 0.2),\r\n new Color3(0.0, 0.0, 1.0),\r\n new Color3(0.1, 0.2, 0.3),\r\n new Color3(0.0, 0.2, 0.9)\r\n ];\r\n }\r\n\r\n @serialize()\r\n public get autoGenerateTime(): boolean {\r\n return this._autoGenerateTime;\r\n }\r\n\r\n public set autoGenerateTime(value: boolean) {\r\n this._autoGenerateTime = value;\r\n }\r\n\r\n public get fireColors(): Color3[] {\r\n return this._fireColors;\r\n }\r\n\r\n public set fireColors(value: Color3[]) {\r\n this._fireColors = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get time(): number {\r\n return this._time;\r\n }\r\n\r\n public set time(value: number) {\r\n this._time = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsVector2()\r\n public get speed(): Vector2 {\r\n return this._speed;\r\n }\r\n\r\n public set speed(value: Vector2) {\r\n this._speed = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get alphaThreshold(): number {\r\n return this._alphaThreshold;\r\n }\r\n\r\n public set alphaThreshold(value: number) {\r\n this._alphaThreshold = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this fire procedural texture\r\n * @returns a serialized fire procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.FireProceduralTexture\";\r\n\r\n serializationObject.fireColors = [];\r\n for (var i = 0; i < this._fireColors.length; i++) {\r\n serializationObject.fireColors.push(this._fireColors[i].asArray());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Fire Procedural Texture from parsed fire procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing fire procedural texture information\r\n * @returns a parsed Fire Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new FireProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n var colors: Color3[] = [];\r\n for (var i = 0; i < parsedTexture.fireColors.length; i++) {\r\n colors.push(Color3.FromArray(parsedTexture.fireColors[i]));\r\n }\r\n\r\n texture.fireColors = colors;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.FireProceduralTexture\"] = FireProceduralTexture;","export * from \"./fireProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'grassProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var grassProceduralTexturePixelShader = { name, shader };\n","import { serializeAsColor3, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./grassProceduralTexture.fragment\";\r\n\r\nexport class GrassProceduralTexture extends ProceduralTexture {\r\n private _grassColors: Color3[];\r\n private _groundColor = new Color3(1, 1, 1);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"grassProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n\r\n this._grassColors = [\r\n new Color3(0.29, 0.38, 0.02),\r\n new Color3(0.36, 0.49, 0.09),\r\n new Color3(0.51, 0.6, 0.28)\r\n ];\r\n\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor3(\"herb1Color\", this._grassColors[0]);\r\n this.setColor3(\"herb2Color\", this._grassColors[1]);\r\n this.setColor3(\"herb3Color\", this._grassColors[2]);\r\n this.setColor3(\"groundColor\", this._groundColor);\r\n }\r\n\r\n public get grassColors(): Color3[] {\r\n return this._grassColors;\r\n }\r\n\r\n public set grassColors(value: Color3[]) {\r\n this._grassColors = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get groundColor(): Color3 {\r\n return this._groundColor;\r\n }\r\n\r\n public set groundColor(value: Color3) {\r\n this._groundColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this grass procedural texture\r\n * @returns a serialized grass procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.GrassProceduralTexture\";\r\n\r\n serializationObject.grassColors = [];\r\n for (var i = 0; i < this._grassColors.length; i++) {\r\n serializationObject.grassColors.push(this._grassColors[i].asArray());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Grass Procedural Texture from parsed grass procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing grass procedural texture information\r\n * @returns a parsed Grass Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n var colors: Color3[] = [];\r\n for (var i = 0; i < parsedTexture.grassColors.length; i++) {\r\n colors.push(Color3.FromArray(parsedTexture.grassColors[i]));\r\n }\r\n\r\n texture.grassColors = colors;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.GrassProceduralTexture\"] = GrassProceduralTexture;","export * from \"./grassProceduralTexture\";","export * from \"./brick\";\r\nexport * from \"./cloud\";\r\nexport * from \"./fire\";\r\nexport * from \"./grass\";\r\nexport * from \"./marble\";\r\nexport * from \"./normalMap\";\r\nexport * from \"./perlinNoise\";\r\nexport * from \"./road\";\r\nexport * from \"./starfield\";\r\nexport * from \"./wood\";","import * as ProceduralTexturesLib from \"../index\";\r\n\r\n/**\r\n * Legacy support, defining window.BABYLON.GridMaterial... (global variable).\r\n *\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nvar globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);\r\nif (typeof globalObject !== \"undefined\") {\r\n (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};\r\n for (var mat in ProceduralTexturesLib) {\r\n (<any>globalObject).BABYLON[mat] = (<any>ProceduralTexturesLib)[mat];\r\n }\r\n}\r\n\r\nexport * from \"../index\";","export * from \"./marbleProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'marbleProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 marbleColor;\nuniform vec3 jointColor;\nconst vec3 tileSize=vec3(1.1,1.0,1.1);\nconst vec3 tilePct=vec3(0.98,1.0,0.98);\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat turbulence(vec2 P)\n{\nfloat val=0.0;\nfloat freq=1.0;\nfor (int i=0; i<4; i++)\n{\nval+=abs(noise(P*freq)/freq);\nfreq*=2.07;\n}\nreturn val;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvec3 marble_color(float x)\n{\nvec3 col;\nx=0.5*(x+1.);\nx=sqrt(x);\nx=sqrt(x);\nx=sqrt(x);\ncol=vec3(.2+.75*x);\ncol.b*=0.95;\nreturn col;\n}\nvoid main()\n{\nfloat brickW=1.0/numberOfTilesWidth;\nfloat brickH=1.0/numberOfTilesHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.01;\nvec3 color=marbleColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\nt+=amplitude*turbulence(brickvUV.xy);\nt=sin(t);\ncolor=marble_color(t);\n}\ngl_FragColor=vec4(color,0.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var marbleProceduralTexturePixelShader = { name, shader };\n","import { serialize, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./marbleProceduralTexture.fragment\";\r\n\r\nexport class MarbleProceduralTexture extends ProceduralTexture {\r\n private _numberOfTilesHeight: number = 3;\r\n private _numberOfTilesWidth: number = 3;\r\n private _amplitude: number = 9.0;\r\n private _jointColor = new Color3(0.72, 0.72, 0.72);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"marbleProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"numberOfTilesHeight\", this._numberOfTilesHeight);\r\n this.setFloat(\"numberOfTilesWidth\", this._numberOfTilesWidth);\r\n this.setFloat(\"amplitude\", this._amplitude);\r\n this.setColor3(\"jointColor\", this._jointColor);\r\n }\r\n\r\n @serialize()\r\n public get numberOfTilesHeight(): number {\r\n return this._numberOfTilesHeight;\r\n }\r\n\r\n public set numberOfTilesHeight(value: number) {\r\n this._numberOfTilesHeight = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get amplitude(): number {\r\n return this._amplitude;\r\n }\r\n\r\n public set amplitude(value: number) {\r\n this._amplitude = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get numberOfTilesWidth(): number {\r\n return this._numberOfTilesWidth;\r\n }\r\n\r\n public set numberOfTilesWidth(value: number) {\r\n this._numberOfTilesWidth = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get jointColor(): Color3 {\r\n return this._jointColor;\r\n }\r\n\r\n public set jointColor(value: Color3) {\r\n this._jointColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this marble procedural texture\r\n * @returns a serialized marble procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.MarbleProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Marble Procedural Texture from parsed marble procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing marble procedural texture information\r\n * @returns a parsed Marble Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): MarbleProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new MarbleProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.MarbleProceduralTexture\"] = MarbleProceduralTexture;","export * from \"./normalMapProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'normalMapProceduralTexturePixelShader';\nlet shader = `precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var normalMapProceduralTexturePixelShader = { name, shader };\n","import { serializeAsTexture, SerializationHelper } from \"babylonjs/Misc/decorators\";\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\nimport { Scene } from \"babylonjs/scene\";\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\n\nimport \"./normalMapProceduralTexture.fragment\";\n\nexport class NormalMapProceduralTexture extends ProceduralTexture {\n private _baseTexture: Texture;\n\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"normalMapProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setTexture(\"baseSampler\", this._baseTexture);\n this.setFloat(\"size\", this.getRenderSize() as number);\n }\n\n public render(useCameraPostProcess?: boolean) {\n super.render(useCameraPostProcess);\n }\n\n public resize(size: any, generateMipMaps: any): void {\n super.resize(size, generateMipMaps);\n\n // We need to update the \"size\" uniform\n this.updateShaderUniforms();\n }\n\n @serializeAsTexture()\n public get baseTexture(): Texture {\n return this._baseTexture;\n }\n\n public set baseTexture(texture: Texture) {\n this._baseTexture = texture;\n this.updateShaderUniforms();\n }\n\n /**\n * Serializes this normal map procedural texture\n * @returns a serialized normal map procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.NormalMapProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data\n * @param parsedTexture defines parsed texture data\n * @param scene defines the current scene\n * @param rootUrl defines the root URL containing normal map procedural texture information\n * @returns a parsed Normal Map Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture {\n var texture = SerializationHelper.Parse(() => new NormalMapProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\n_TypeStore.RegisteredTypes[\"BABYLON.NormalMapProceduralTexture\"] = NormalMapProceduralTexture;","export * from \"./perlinNoiseProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'perlinNoiseProceduralTexturePixelShader';\nlet shader = `\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89));\n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var perlinNoiseProceduralTexturePixelShader = { name, shader };\n","import { serialize, SerializationHelper } from \"babylonjs/Misc/decorators\";\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\nimport { Scene } from \"babylonjs/scene\";\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\n\nimport \"./perlinNoiseProceduralTexture.fragment\";\n\nexport class PerlinNoiseProceduralTexture extends ProceduralTexture {\n @serialize()\n public time: number = 0.0;\n\n @serialize()\n public timeScale: number = 1.0;\n\n @serialize()\n public translationSpeed: number = 1.0;\n\n private _currentTranslation: number = 0;\n\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"perlinNoiseProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setFloat(\"size\", this.getRenderSize() as number);\n\n let scene = this.getScene();\n\n if (!scene) {\n return;\n }\n var deltaTime = scene.getEngine().getDeltaTime();\n\n this.time += deltaTime;\n this.setFloat(\"time\", this.time * this.timeScale / 1000);\n\n this._currentTranslation += deltaTime * this.translationSpeed / 1000.0;\n this.setFloat(\"translationSpeed\", this._currentTranslation);\n }\n\n public render(useCameraPostProcess?: boolean) {\n this.updateShaderUniforms();\n super.render(useCameraPostProcess);\n }\n\n public resize(size: any, generateMipMaps: any): void {\n super.resize(size, generateMipMaps);\n }\n\n /**\n * Serializes this perlin noise procedural texture\n * @returns a serialized perlin noise procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.PerlinNoiseProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data\n * @param parsedTexture defines parsed texture data\n * @param scene defines the current scene\n * @param rootUrl defines the root URL containing perlin noise procedural texture information\n * @returns a parsed Perlin Noise Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture {\n var texture = SerializationHelper.Parse(() => new PerlinNoiseProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\n_TypeStore.RegisteredTypes[\"BABYLON.PerlinNoiseProceduralTexture\"] = PerlinNoiseProceduralTexture;","export * from \"./roadProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'roadProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vUV;\nuniform vec3 roadColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(gl_FragCoord.y*100.0 ,fbm(vUV*2.0));\nvec3 color=roadColor*ratioy;\ngl_FragColor=vec4(color,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var roadProceduralTexturePixelShader = { name, shader };\n","import { serializeAsColor3, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./roadProceduralTexture.fragment\";\r\n\r\nexport class RoadProceduralTexture extends ProceduralTexture {\r\n private _roadColor = new Color3(0.53, 0.53, 0.53);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"roadProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor3(\"roadColor\", this._roadColor);\r\n }\r\n\r\n @serializeAsColor3()\r\n public get roadColor(): Color3 {\r\n return this._roadColor;\r\n }\r\n\r\n public set roadColor(value: Color3) {\r\n this._roadColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this road procedural texture\r\n * @returns a serialized road procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.RoadProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Road Procedural Texture from parsed road procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing road procedural texture information\r\n * @returns a parsed Road Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): RoadProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new RoadProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.RoadProceduralTexture\"] = RoadProceduralTexture;","export * from \"./starfieldProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'starfieldProceduralTexturePixelShader';\nlet shader = `precision highp float;\n\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float time;\nuniform float alpha;\nuniform float beta;\nuniform float zoom;\nuniform float formuparam;\nuniform float stepsize;\nuniform float tile;\nuniform float brightness;\nuniform float darkmatter;\nuniform float distfading;\nuniform float saturation;\nvoid main()\n{\nvec3 dir=vec3(vUV*zoom,1.);\nfloat localTime=time*0.0001;\n\nmat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));\nmat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));\ndir.xz*=rot1;\ndir.xy*=rot2;\nvec3 from=vec3(1.,.5,0.5);\nfrom+=vec3(-2.,localTime*2.,localTime);\nfrom.xz*=rot1;\nfrom.xy*=rot2;\n\nfloat s=0.1,fade=1.;\nvec3 v=vec3(0.);\nfor (int r=0; r<volsteps; r++) {\nvec3 p=from+s*dir*.5;\np=abs(vec3(tile)-mod(p,vec3(tile*2.)));\nfloat pa,a=pa=0.;\nfor (int i=0; i<iterations; i++) {\np=abs(p)/dot(p,p)-formuparam;\na+=abs(length(p)-pa);\npa=length(p);\n}\nfloat dm=max(0.,darkmatter-a*a*.001);\na*=a*a;\nif (r>6) fade*=1.-dm;\n\nv+=fade;\nv+=vec3(s,s*s,s*s*s*s)*a*brightness*fade;\nfade*=distfading;\ns+=stepsize;\n}\nv=mix(vec3(length(v)),v,saturation);\ngl_FragColor=vec4(v*.01,1.);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var starfieldProceduralTexturePixelShader = { name, shader };\n","import { serialize, SerializationHelper } from \"babylonjs/Misc/decorators\";\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\nimport { Scene } from \"babylonjs/scene\";\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\n\nimport \"./starfieldProceduralTexture.fragment\";\n\nexport class StarfieldProceduralTexture extends ProceduralTexture {\n private _time = 1;\n private _alpha = 0.5;\n private _beta = 0.8;\n private _zoom = 0.8;\n private _formuparam = 0.53;\n private _stepsize = 0.1;\n private _tile = 0.850;\n private _brightness = 0.0015;\n private _darkmatter = 0.400;\n private _distfading = 0.730;\n private _saturation = 0.850;\n\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"starfieldProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setFloat(\"time\", this._time);\n this.setFloat(\"alpha\", this._alpha);\n this.setFloat(\"beta\", this._beta);\n this.setFloat(\"zoom\", this._zoom);\n this.setFloat(\"formuparam\", this._formuparam);\n this.setFloat(\"stepsize\", this._stepsize);\n this.setFloat(\"tile\", this._tile);\n this.setFloat(\"brightness\", this._brightness);\n this.setFloat(\"darkmatter\", this._darkmatter);\n this.setFloat(\"distfading\", this._distfading);\n this.setFloat(\"saturation\", this._saturation);\n }\n\n @serialize()\n public get time(): number {\n return this._time;\n }\n\n public set time(value: number) {\n this._time = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get alpha(): number {\n return this._alpha;\n }\n\n public set alpha(value: number) {\n this._alpha = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get beta(): number {\n return this._beta;\n }\n\n public set beta(value: number) {\n this._beta = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get formuparam(): number {\n return this._formuparam;\n }\n\n public set formuparam(value: number) {\n this._formuparam = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get stepsize(): number {\n return this._stepsize;\n }\n\n public set stepsize(value: number) {\n this._stepsize = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get zoom(): number {\n return this._zoom;\n }\n\n public set zoom(value: number) {\n this._zoom = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get tile(): number {\n return this._tile;\n }\n\n public set tile(value: number) {\n this._tile = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get brightness(): number {\n return this._brightness;\n }\n\n public set brightness(value: number) {\n this._brightness = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get darkmatter(): number {\n return this._darkmatter;\n }\n\n public set darkmatter(value: number) {\n this._darkmatter = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get distfading(): number {\n return this._distfading;\n }\n\n public set distfading(value: number) {\n this._distfading = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get saturation(): number {\n return this._saturation;\n }\n\n public set saturation(value: number) {\n this._saturation = value;\n this.updateShaderUniforms();\n }\n\n /**\n * Serializes this starfield procedural texture\n * @returns a serialized starfield procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.StarfieldProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Starfield Procedural Texture from parsed startfield procedural texture data\n * @param parsedTexture defines parsed texture data\n * @param scene defines the current scene\n * @param rootUrl defines the root URL containing startfield procedural texture information\n * @returns a parsed Starfield Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture {\n var texture = SerializationHelper.Parse(() => new StarfieldProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\n_TypeStore.RegisteredTypes[\"BABYLON.StarfieldProceduralTexture\"] = StarfieldProceduralTexture;","export * from \"./woodProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'woodProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var woodProceduralTexturePixelShader = { name, shader };\n","import { serialize, serializeAsColor3, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./woodProceduralTexture.fragment\";\r\n\r\nexport class WoodProceduralTexture extends ProceduralTexture {\r\n private _ampScale: number = 100.0;\r\n private _woodColor: Color3 = new Color3(0.32, 0.17, 0.09);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"woodProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"ampScale\", this._ampScale);\r\n this.setColor3(\"woodColor\", this._woodColor);\r\n }\r\n\r\n @serialize()\r\n public get ampScale(): number {\r\n return this._ampScale;\r\n }\r\n\r\n public set ampScale(value: number) {\r\n this._ampScale = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get woodColor(): Color3 {\r\n return this._woodColor;\r\n }\r\n\r\n public set woodColor(value: Color3) {\r\n this._woodColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this wood procedural texture\r\n * @returns a serialized wood procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.WoodProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Wood Procedural Texture from parsed wood procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing wood procedural texture information\r\n * @returns a parsed Wood Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.WoodProceduralTexture\"] = WoodProceduralTexture;","module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;"],"sourceRoot":""}
1
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WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n if (typeof b !== \"function\" && b !== null)\r\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport var __createBinding = Object.create ? 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(function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n","var g;\n\n// This works in non-strict mode\ng = (function() {\n\treturn this;\n})();\n\ntry {\n\t// This works if eval is allowed (see CSP)\n\tg = g || new Function(\"return this\")();\n} catch (e) {\n\t// This works if the window reference is available\n\tif (typeof window === \"object\") g = window;\n}\n\n// g can still be undefined, but nothing to do about it...\n// We return undefined, instead of nothing here, so it's\n// easier to handle this case. if(!global) { ...}\n\nmodule.exports = g;\n","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'brickProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var brickProceduralTexturePixelShader = { name, shader };\n","import { serialize, serializeAsColor3, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./brickProceduralTexture.fragment\";\r\n\r\nexport class BrickProceduralTexture extends ProceduralTexture {\r\n private _numberOfBricksHeight: number = 15;\r\n private _numberOfBricksWidth: number = 5;\r\n private _jointColor = new Color3(0.72, 0.72, 0.72);\r\n private _brickColor = new Color3(0.77, 0.47, 0.40);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"brickProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"numberOfBricksHeight\", this._numberOfBricksHeight);\r\n this.setFloat(\"numberOfBricksWidth\", this._numberOfBricksWidth);\r\n this.setColor3(\"brickColor\", this._brickColor);\r\n this.setColor3(\"jointColor\", this._jointColor);\r\n }\r\n\r\n @serialize()\r\n public get numberOfBricksHeight(): number {\r\n return this._numberOfBricksHeight;\r\n }\r\n\r\n public set numberOfBricksHeight(value: number) {\r\n this._numberOfBricksHeight = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get numberOfBricksWidth(): number {\r\n return this._numberOfBricksWidth;\r\n }\r\n\r\n public set numberOfBricksWidth(value: number) {\r\n this._numberOfBricksWidth = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get jointColor(): Color3 {\r\n return this._jointColor;\r\n }\r\n\r\n public set jointColor(value: Color3) {\r\n this._jointColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get brickColor(): Color3 {\r\n return this._brickColor;\r\n }\r\n\r\n public set brickColor(value: Color3) {\r\n this._brickColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this brick procedural texture\r\n * @returns a serialized brick procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.BrickProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Brick Procedural Texture from parsed brick procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing brick procedural texture information\r\n * @returns a parsed Brick Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.BrickProceduralTexture\"] = BrickProceduralTexture;","export * from \"./brickProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'cloudProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vUV;\nuniform vec4 skyColor;\nuniform vec4 cloudColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*12.0;\nvec4 c=mix(skyColor,cloudColor,fbm(p));\ngl_FragColor=c;\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var cloudProceduralTexturePixelShader = { name, shader };\n","import { serializeAsColor4, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color4 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./cloudProceduralTexture.fragment\";\r\n\r\nexport class CloudProceduralTexture extends ProceduralTexture {\r\n private _skyColor = new Color4(0.15, 0.68, 1.0, 1.0);\r\n private _cloudColor = new Color4(1, 1, 1, 1.0);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"cloudProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor4(\"skyColor\", this._skyColor);\r\n this.setColor4(\"cloudColor\", this._cloudColor);\r\n }\r\n\r\n @serializeAsColor4()\r\n public get skyColor(): Color4 {\r\n return this._skyColor;\r\n }\r\n\r\n public set skyColor(value: Color4) {\r\n this._skyColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor4()\r\n public get cloudColor(): Color4 {\r\n return this._cloudColor;\r\n }\r\n\r\n public set cloudColor(value: Color4) {\r\n this._cloudColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this cloud procedural texture\r\n * @returns a serialized cloud procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.CloudProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Cloud Procedural Texture from parsed cloud procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing cloud procedural texture information\r\n * @returns a parsed Cloud Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new CloudProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.CloudProceduralTexture\"] = CloudProceduralTexture;","export * from \"./cloudProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'fireProceduralTexturePixelShader';\nlet shader = `precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var fireProceduralTexturePixelShader = { name, shader };\n","import { serialize, serializeAsVector2, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Vector2 } from \"babylonjs/Maths/math.vector\";\r\nimport { Color3 } from 'babylonjs/Maths/math.color';\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./fireProceduralTexture.fragment\";\r\n\r\nexport class FireProceduralTexture extends ProceduralTexture {\r\n private _time: number = 0.0;\r\n private _speed = new Vector2(0.5, 0.3);\r\n private _autoGenerateTime: boolean = true;\r\n private _fireColors: Color3[];\r\n private _alphaThreshold: number = 0.5;\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"fireProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this._fireColors = FireProceduralTexture.RedFireColors;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"time\", this._time);\r\n this.setVector2(\"speed\", this._speed);\r\n this.setColor3(\"c1\", this._fireColors[0]);\r\n this.setColor3(\"c2\", this._fireColors[1]);\r\n this.setColor3(\"c3\", this._fireColors[2]);\r\n this.setColor3(\"c4\", this._fireColors[3]);\r\n this.setColor3(\"c5\", this._fireColors[4]);\r\n this.setColor3(\"c6\", this._fireColors[5]);\r\n this.setFloat(\"alphaThreshold\", this._alphaThreshold);\r\n }\r\n\r\n public render(useCameraPostProcess?: boolean) {\r\n let scene = this.getScene();\r\n if (this._autoGenerateTime && scene) {\r\n this._time += scene.getAnimationRatio() * 0.03;\r\n this.updateShaderUniforms();\r\n }\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n public static get PurpleFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 0.0, 1.0),\r\n new Color3(0.9, 0.0, 1.0),\r\n new Color3(0.2, 0.0, 1.0),\r\n new Color3(1.0, 0.9, 1.0),\r\n new Color3(0.1, 0.1, 1.0),\r\n new Color3(0.9, 0.9, 1.0)\r\n ];\r\n }\r\n\r\n public static get GreenFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.3, 0.4, 0.0),\r\n new Color3(0.5, 1.0, 0.0),\r\n new Color3(0.2, 0.0, 0.0),\r\n new Color3(0.5, 1.0, 0.0)\r\n ];\r\n }\r\n\r\n public static get RedFireColors(): Color3[] {\r\n return [\r\n new Color3(0.5, 0.0, 0.1),\r\n new Color3(0.9, 0.0, 0.0),\r\n new Color3(0.2, 0.0, 0.0),\r\n new Color3(1.0, 0.9, 0.0),\r\n new Color3(0.1, 0.1, 0.1),\r\n new Color3(0.9, 0.9, 0.9)\r\n ];\r\n }\r\n\r\n public static get BlueFireColors(): Color3[] {\r\n return [\r\n new Color3(0.1, 0.0, 0.5),\r\n new Color3(0.0, 0.0, 0.5),\r\n new Color3(0.1, 0.0, 0.2),\r\n new Color3(0.0, 0.0, 1.0),\r\n new Color3(0.1, 0.2, 0.3),\r\n new Color3(0.0, 0.2, 0.9)\r\n ];\r\n }\r\n\r\n @serialize()\r\n public get autoGenerateTime(): boolean {\r\n return this._autoGenerateTime;\r\n }\r\n\r\n public set autoGenerateTime(value: boolean) {\r\n this._autoGenerateTime = value;\r\n }\r\n\r\n public get fireColors(): Color3[] {\r\n return this._fireColors;\r\n }\r\n\r\n public set fireColors(value: Color3[]) {\r\n this._fireColors = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get time(): number {\r\n return this._time;\r\n }\r\n\r\n public set time(value: number) {\r\n this._time = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsVector2()\r\n public get speed(): Vector2 {\r\n return this._speed;\r\n }\r\n\r\n public set speed(value: Vector2) {\r\n this._speed = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get alphaThreshold(): number {\r\n return this._alphaThreshold;\r\n }\r\n\r\n public set alphaThreshold(value: number) {\r\n this._alphaThreshold = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this fire procedural texture\r\n * @returns a serialized fire procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.FireProceduralTexture\";\r\n\r\n serializationObject.fireColors = [];\r\n for (var i = 0; i < this._fireColors.length; i++) {\r\n serializationObject.fireColors.push(this._fireColors[i].asArray());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Fire Procedural Texture from parsed fire procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing fire procedural texture information\r\n * @returns a parsed Fire Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new FireProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n var colors: Color3[] = [];\r\n for (var i = 0; i < parsedTexture.fireColors.length; i++) {\r\n colors.push(Color3.FromArray(parsedTexture.fireColors[i]));\r\n }\r\n\r\n texture.fireColors = colors;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.FireProceduralTexture\"] = FireProceduralTexture;","export * from \"./fireProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'grassProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var grassProceduralTexturePixelShader = { name, shader };\n","import { serializeAsColor3, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./grassProceduralTexture.fragment\";\r\n\r\nexport class GrassProceduralTexture extends ProceduralTexture {\r\n private _grassColors: Color3[];\r\n private _groundColor = new Color3(1, 1, 1);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"grassProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n\r\n this._grassColors = [\r\n new Color3(0.29, 0.38, 0.02),\r\n new Color3(0.36, 0.49, 0.09),\r\n new Color3(0.51, 0.6, 0.28)\r\n ];\r\n\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor3(\"herb1Color\", this._grassColors[0]);\r\n this.setColor3(\"herb2Color\", this._grassColors[1]);\r\n this.setColor3(\"herb3Color\", this._grassColors[2]);\r\n this.setColor3(\"groundColor\", this._groundColor);\r\n }\r\n\r\n public get grassColors(): Color3[] {\r\n return this._grassColors;\r\n }\r\n\r\n public set grassColors(value: Color3[]) {\r\n this._grassColors = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get groundColor(): Color3 {\r\n return this._groundColor;\r\n }\r\n\r\n public set groundColor(value: Color3) {\r\n this._groundColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this grass procedural texture\r\n * @returns a serialized grass procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.GrassProceduralTexture\";\r\n\r\n serializationObject.grassColors = [];\r\n for (var i = 0; i < this._grassColors.length; i++) {\r\n serializationObject.grassColors.push(this._grassColors[i].asArray());\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Grass Procedural Texture from parsed grass procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing grass procedural texture information\r\n * @returns a parsed Grass Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n var colors: Color3[] = [];\r\n for (var i = 0; i < parsedTexture.grassColors.length; i++) {\r\n colors.push(Color3.FromArray(parsedTexture.grassColors[i]));\r\n }\r\n\r\n texture.grassColors = colors;\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.GrassProceduralTexture\"] = GrassProceduralTexture;","export * from \"./grassProceduralTexture\";","export * from \"./brick\";\r\nexport * from \"./cloud\";\r\nexport * from \"./fire\";\r\nexport * from \"./grass\";\r\nexport * from \"./marble\";\r\nexport * from \"./normalMap\";\r\nexport * from \"./perlinNoise\";\r\nexport * from \"./road\";\r\nexport * from \"./starfield\";\r\nexport * from \"./wood\";","import * as ProceduralTexturesLib from \"../index\";\r\n\r\n/**\r\n * Legacy support, defining window.BABYLON.GridMaterial... (global variable).\r\n *\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nvar globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);\r\nif (typeof globalObject !== \"undefined\") {\r\n (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};\r\n for (var mat in ProceduralTexturesLib) {\r\n (<any>globalObject).BABYLON[mat] = (<any>ProceduralTexturesLib)[mat];\r\n }\r\n}\r\n\r\nexport * from \"../index\";","export * from \"./marbleProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'marbleProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 marbleColor;\nuniform vec3 jointColor;\nconst vec3 tileSize=vec3(1.1,1.0,1.1);\nconst vec3 tilePct=vec3(0.98,1.0,0.98);\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat turbulence(vec2 P)\n{\nfloat val=0.0;\nfloat freq=1.0;\nfor (int i=0; i<4; i++)\n{\nval+=abs(noise(P*freq)/freq);\nfreq*=2.07;\n}\nreturn val;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvec3 marble_color(float x)\n{\nvec3 col;\nx=0.5*(x+1.);\nx=sqrt(x);\nx=sqrt(x);\nx=sqrt(x);\ncol=vec3(.2+.75*x);\ncol.b*=0.95;\nreturn col;\n}\nvoid main()\n{\nfloat brickW=1.0/numberOfTilesWidth;\nfloat brickH=1.0/numberOfTilesHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.01;\nvec3 color=marbleColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\nt+=amplitude*turbulence(brickvUV.xy);\nt=sin(t);\ncolor=marble_color(t);\n}\ngl_FragColor=vec4(color,0.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var marbleProceduralTexturePixelShader = { name, shader };\n","import { serialize, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./marbleProceduralTexture.fragment\";\r\n\r\nexport class MarbleProceduralTexture extends ProceduralTexture {\r\n private _numberOfTilesHeight: number = 3;\r\n private _numberOfTilesWidth: number = 3;\r\n private _amplitude: number = 9.0;\r\n private _jointColor = new Color3(0.72, 0.72, 0.72);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"marbleProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"numberOfTilesHeight\", this._numberOfTilesHeight);\r\n this.setFloat(\"numberOfTilesWidth\", this._numberOfTilesWidth);\r\n this.setFloat(\"amplitude\", this._amplitude);\r\n this.setColor3(\"jointColor\", this._jointColor);\r\n }\r\n\r\n @serialize()\r\n public get numberOfTilesHeight(): number {\r\n return this._numberOfTilesHeight;\r\n }\r\n\r\n public set numberOfTilesHeight(value: number) {\r\n this._numberOfTilesHeight = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get amplitude(): number {\r\n return this._amplitude;\r\n }\r\n\r\n public set amplitude(value: number) {\r\n this._amplitude = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get numberOfTilesWidth(): number {\r\n return this._numberOfTilesWidth;\r\n }\r\n\r\n public set numberOfTilesWidth(value: number) {\r\n this._numberOfTilesWidth = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serialize()\r\n public get jointColor(): Color3 {\r\n return this._jointColor;\r\n }\r\n\r\n public set jointColor(value: Color3) {\r\n this._jointColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this marble procedural texture\r\n * @returns a serialized marble procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.MarbleProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Marble Procedural Texture from parsed marble procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing marble procedural texture information\r\n * @returns a parsed Marble Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): MarbleProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new MarbleProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.MarbleProceduralTexture\"] = MarbleProceduralTexture;","export * from \"./normalMapProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'normalMapProceduralTexturePixelShader';\nlet shader = `precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var normalMapProceduralTexturePixelShader = { name, shader };\n","import { serializeAsTexture, SerializationHelper } from \"babylonjs/Misc/decorators\";\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\nimport { Scene } from \"babylonjs/scene\";\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\n\nimport \"./normalMapProceduralTexture.fragment\";\n\nexport class NormalMapProceduralTexture extends ProceduralTexture {\n private _baseTexture: Texture;\n\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"normalMapProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setTexture(\"baseSampler\", this._baseTexture);\n this.setFloat(\"size\", this.getRenderSize() as number);\n }\n\n public render(useCameraPostProcess?: boolean) {\n super.render(useCameraPostProcess);\n }\n\n public resize(size: any, generateMipMaps: any): void {\n super.resize(size, generateMipMaps);\n\n // We need to update the \"size\" uniform\n this.updateShaderUniforms();\n }\n\n @serializeAsTexture()\n public get baseTexture(): Texture {\n return this._baseTexture;\n }\n\n public set baseTexture(texture: Texture) {\n this._baseTexture = texture;\n this.updateShaderUniforms();\n }\n\n /**\n * Serializes this normal map procedural texture\n * @returns a serialized normal map procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.NormalMapProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data\n * @param parsedTexture defines parsed texture data\n * @param scene defines the current scene\n * @param rootUrl defines the root URL containing normal map procedural texture information\n * @returns a parsed Normal Map Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture {\n var texture = SerializationHelper.Parse(() => new NormalMapProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\n_TypeStore.RegisteredTypes[\"BABYLON.NormalMapProceduralTexture\"] = NormalMapProceduralTexture;","export * from \"./perlinNoiseProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'perlinNoiseProceduralTexturePixelShader';\nlet shader = `\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89));\n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var perlinNoiseProceduralTexturePixelShader = { name, shader };\n","import { serialize, SerializationHelper } from \"babylonjs/Misc/decorators\";\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\nimport { Scene } from \"babylonjs/scene\";\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\n\nimport \"./perlinNoiseProceduralTexture.fragment\";\n\nexport class PerlinNoiseProceduralTexture extends ProceduralTexture {\n @serialize()\n public time: number = 0.0;\n\n @serialize()\n public timeScale: number = 1.0;\n\n @serialize()\n public translationSpeed: number = 1.0;\n\n private _currentTranslation: number = 0;\n\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"perlinNoiseProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setFloat(\"size\", this.getRenderSize() as number);\n\n let scene = this.getScene();\n\n if (!scene) {\n return;\n }\n var deltaTime = scene.getEngine().getDeltaTime();\n\n this.time += deltaTime;\n this.setFloat(\"time\", this.time * this.timeScale / 1000);\n\n this._currentTranslation += deltaTime * this.translationSpeed / 1000.0;\n this.setFloat(\"translationSpeed\", this._currentTranslation);\n }\n\n public render(useCameraPostProcess?: boolean) {\n this.updateShaderUniforms();\n super.render(useCameraPostProcess);\n }\n\n public resize(size: any, generateMipMaps: any): void {\n super.resize(size, generateMipMaps);\n }\n\n /**\n * Serializes this perlin noise procedural texture\n * @returns a serialized perlin noise procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.PerlinNoiseProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data\n * @param parsedTexture defines parsed texture data\n * @param scene defines the current scene\n * @param rootUrl defines the root URL containing perlin noise procedural texture information\n * @returns a parsed Perlin Noise Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture {\n var texture = SerializationHelper.Parse(() => new PerlinNoiseProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\n_TypeStore.RegisteredTypes[\"BABYLON.PerlinNoiseProceduralTexture\"] = PerlinNoiseProceduralTexture;","export * from \"./roadProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'roadProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vUV;\nuniform vec3 roadColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(gl_FragCoord.y*100.0 ,fbm(vUV*2.0));\nvec3 color=roadColor*ratioy;\ngl_FragColor=vec4(color,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var roadProceduralTexturePixelShader = { name, shader };\n","import { serializeAsColor3, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./roadProceduralTexture.fragment\";\r\n\r\nexport class RoadProceduralTexture extends ProceduralTexture {\r\n private _roadColor = new Color3(0.53, 0.53, 0.53);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"roadProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setColor3(\"roadColor\", this._roadColor);\r\n }\r\n\r\n @serializeAsColor3()\r\n public get roadColor(): Color3 {\r\n return this._roadColor;\r\n }\r\n\r\n public set roadColor(value: Color3) {\r\n this._roadColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this road procedural texture\r\n * @returns a serialized road procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.RoadProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Road Procedural Texture from parsed road procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing road procedural texture information\r\n * @returns a parsed Road Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): RoadProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new RoadProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.RoadProceduralTexture\"] = RoadProceduralTexture;","export * from \"./starfieldProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'starfieldProceduralTexturePixelShader';\nlet shader = `precision highp float;\n\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float time;\nuniform float alpha;\nuniform float beta;\nuniform float zoom;\nuniform float formuparam;\nuniform float stepsize;\nuniform float tile;\nuniform float brightness;\nuniform float darkmatter;\nuniform float distfading;\nuniform float saturation;\nvoid main()\n{\nvec3 dir=vec3(vUV*zoom,1.);\nfloat localTime=time*0.0001;\n\nmat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));\nmat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));\ndir.xz*=rot1;\ndir.xy*=rot2;\nvec3 from=vec3(1.,.5,0.5);\nfrom+=vec3(-2.,localTime*2.,localTime);\nfrom.xz*=rot1;\nfrom.xy*=rot2;\n\nfloat s=0.1,fade=1.;\nvec3 v=vec3(0.);\nfor (int r=0; r<volsteps; r++) {\nvec3 p=from+s*dir*.5;\np=abs(vec3(tile)-mod(p,vec3(tile*2.)));\nfloat pa,a=pa=0.;\nfor (int i=0; i<iterations; i++) {\np=abs(p)/dot(p,p)-formuparam;\na+=abs(length(p)-pa);\npa=length(p);\n}\nfloat dm=max(0.,darkmatter-a*a*.001);\na*=a*a;\nif (r>6) fade*=1.-dm;\n\nv+=fade;\nv+=vec3(s,s*s,s*s*s*s)*a*brightness*fade;\nfade*=distfading;\ns+=stepsize;\n}\nv=mix(vec3(length(v)),v,saturation);\ngl_FragColor=vec4(v*.01,1.);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var starfieldProceduralTexturePixelShader = { name, shader };\n","import { serialize, SerializationHelper } from \"babylonjs/Misc/decorators\";\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\nimport { Scene } from \"babylonjs/scene\";\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\n\nimport \"./starfieldProceduralTexture.fragment\";\n\nexport class StarfieldProceduralTexture extends ProceduralTexture {\n private _time = 1;\n private _alpha = 0.5;\n private _beta = 0.8;\n private _zoom = 0.8;\n private _formuparam = 0.53;\n private _stepsize = 0.1;\n private _tile = 0.850;\n private _brightness = 0.0015;\n private _darkmatter = 0.400;\n private _distfading = 0.730;\n private _saturation = 0.850;\n\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\n super(name, size, \"starfieldProceduralTexture\", scene, fallbackTexture, generateMipMaps);\n this.updateShaderUniforms();\n }\n\n public updateShaderUniforms() {\n this.setFloat(\"time\", this._time);\n this.setFloat(\"alpha\", this._alpha);\n this.setFloat(\"beta\", this._beta);\n this.setFloat(\"zoom\", this._zoom);\n this.setFloat(\"formuparam\", this._formuparam);\n this.setFloat(\"stepsize\", this._stepsize);\n this.setFloat(\"tile\", this._tile);\n this.setFloat(\"brightness\", this._brightness);\n this.setFloat(\"darkmatter\", this._darkmatter);\n this.setFloat(\"distfading\", this._distfading);\n this.setFloat(\"saturation\", this._saturation);\n }\n\n @serialize()\n public get time(): number {\n return this._time;\n }\n\n public set time(value: number) {\n this._time = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get alpha(): number {\n return this._alpha;\n }\n\n public set alpha(value: number) {\n this._alpha = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get beta(): number {\n return this._beta;\n }\n\n public set beta(value: number) {\n this._beta = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get formuparam(): number {\n return this._formuparam;\n }\n\n public set formuparam(value: number) {\n this._formuparam = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get stepsize(): number {\n return this._stepsize;\n }\n\n public set stepsize(value: number) {\n this._stepsize = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get zoom(): number {\n return this._zoom;\n }\n\n public set zoom(value: number) {\n this._zoom = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get tile(): number {\n return this._tile;\n }\n\n public set tile(value: number) {\n this._tile = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get brightness(): number {\n return this._brightness;\n }\n\n public set brightness(value: number) {\n this._brightness = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get darkmatter(): number {\n return this._darkmatter;\n }\n\n public set darkmatter(value: number) {\n this._darkmatter = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get distfading(): number {\n return this._distfading;\n }\n\n public set distfading(value: number) {\n this._distfading = value;\n this.updateShaderUniforms();\n }\n\n @serialize()\n public get saturation(): number {\n return this._saturation;\n }\n\n public set saturation(value: number) {\n this._saturation = value;\n this.updateShaderUniforms();\n }\n\n /**\n * Serializes this starfield procedural texture\n * @returns a serialized starfield procedural texture object\n */\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\n serializationObject.customType = \"BABYLON.StarfieldProceduralTexture\";\n\n return serializationObject;\n }\n\n /**\n * Creates a Starfield Procedural Texture from parsed startfield procedural texture data\n * @param parsedTexture defines parsed texture data\n * @param scene defines the current scene\n * @param rootUrl defines the root URL containing startfield procedural texture information\n * @returns a parsed Starfield Procedural Texture\n */\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture {\n var texture = SerializationHelper.Parse(() => new StarfieldProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\n\n return texture;\n }\n}\n\n_TypeStore.RegisteredTypes[\"BABYLON.StarfieldProceduralTexture\"] = StarfieldProceduralTexture;","export * from \"./woodProceduralTexture\";","import { Effect } from \"babylonjs/Materials/effect\";\n\nlet name = 'woodProceduralTexturePixelShader';\nlet shader = `precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var woodProceduralTexturePixelShader = { name, shader };\n","import { serialize, serializeAsColor3, SerializationHelper } from \"babylonjs/Misc/decorators\";\r\nimport { Color3 } from \"babylonjs/Maths/math.color\";\r\nimport { Texture } from \"babylonjs/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"babylonjs/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { Scene } from \"babylonjs/scene\";\r\nimport { _TypeStore } from 'babylonjs/Misc/typeStore';\r\n\r\nimport \"./woodProceduralTexture.fragment\";\r\n\r\nexport class WoodProceduralTexture extends ProceduralTexture {\r\n private _ampScale: number = 100.0;\r\n private _woodColor: Color3 = new Color3(0.32, 0.17, 0.09);\r\n\r\n constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {\r\n super(name, size, \"woodProceduralTexture\", scene, fallbackTexture, generateMipMaps);\r\n this.updateShaderUniforms();\r\n }\r\n\r\n public updateShaderUniforms() {\r\n this.setFloat(\"ampScale\", this._ampScale);\r\n this.setColor3(\"woodColor\", this._woodColor);\r\n }\r\n\r\n @serialize()\r\n public get ampScale(): number {\r\n return this._ampScale;\r\n }\r\n\r\n public set ampScale(value: number) {\r\n this._ampScale = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n @serializeAsColor3()\r\n public get woodColor(): Color3 {\r\n return this._woodColor;\r\n }\r\n\r\n public set woodColor(value: Color3) {\r\n this._woodColor = value;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n /**\r\n * Serializes this wood procedural texture\r\n * @returns a serialized wood procedural texture object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this, super.serialize());\r\n serializationObject.customType = \"BABYLON.WoodProceduralTexture\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Wood Procedural Texture from parsed wood procedural texture data\r\n * @param parsedTexture defines parsed texture data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing wood procedural texture information\r\n * @returns a parsed Wood Procedural Texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture {\r\n var texture = SerializationHelper.Parse(() => new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.WoodProceduralTexture\"] = WoodProceduralTexture;","module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;"],"sourceRoot":""}
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16
- var o=function(e,r){return(o=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,r){e.__proto__=r}||function(e,r){for(var t in r)Object.prototype.hasOwnProperty.call(r,t)&&(e[t]=r[t])})(e,r)};function n(e,r){function t(){this.constructor=e}o(e,r),e.prototype=null===r?Object.create(r):(t.prototype=r.prototype,new t)}function i(e,r,t,o){var n,i=arguments.length,a=i<3?r:null===o?o=Object.getOwnPropertyDescriptor(r,t):o;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)a=Reflect.decorate(e,r,t,o);else for(var l=e.length-1;l>=0;l--)(n=e[l])&&(a=(i<3?n(a):i>3?n(r,t,a):n(r,t))||a);return i>3&&a&&Object.defineProperty(r,t,a),a}Object.create;Object.create},function(e,r){var t;t=function(){return this}();try{t=t||new Function("return this")()}catch(e){"object"==typeof window&&(t=window)}e.exports=t},function(e,r,t){"use strict";t.r(r),t.d(r,"BrickProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}";n.Effect.ShadersStore.brickProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"brickProceduralTexture",o,i,a)||this;return l._numberOfBricksHeight=15,l._numberOfBricksWidth=5,l._jointColor=new n.Color3(.72,.72,.72),l._brickColor=new n.Color3(.77,.47,.4),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("numberOfBricksHeight",this._numberOfBricksHeight),this.setFloat("numberOfBricksWidth",this._numberOfBricksWidth),this.setColor3("brickColor",this._brickColor),this.setColor3("jointColor",this._jointColor)},Object.defineProperty(r.prototype,"numberOfBricksHeight",{get:function(){return this._numberOfBricksHeight},set:function(e){this._numberOfBricksHeight=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"numberOfBricksWidth",{get:function(){return this._numberOfBricksWidth},set:function(e){this._numberOfBricksWidth=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"jointColor",{get:function(){return this._jointColor},set:function(e){this._jointColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"brickColor",{get:function(){return this._brickColor},set:function(e){this._brickColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.BrickProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"numberOfBricksHeight",null),Object(o.a)([Object(n.serialize)()],r.prototype,"numberOfBricksWidth",null),Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"jointColor",null),Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"brickColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.BrickProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"CloudProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vUV;\nuniform vec4 skyColor;\nuniform vec4 cloudColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*12.0;\nvec4 c=mix(skyColor,cloudColor,fbm(p));\ngl_FragColor=c;\n}\n";n.Effect.ShadersStore.cloudProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"cloudProceduralTexture",o,i,a)||this;return l._skyColor=new n.Color4(.15,.68,1,1),l._cloudColor=new n.Color4(1,1,1,1),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setColor4("skyColor",this._skyColor),this.setColor4("cloudColor",this._cloudColor)},Object.defineProperty(r.prototype,"skyColor",{get:function(){return this._skyColor},set:function(e){this._skyColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"cloudColor",{get:function(){return this._cloudColor},set:function(e){this._cloudColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.CloudProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serializeAsColor4)()],r.prototype,"skyColor",null),Object(o.a)([Object(n.serializeAsColor4)()],r.prototype,"cloudColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.CloudProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"FireProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}";n.Effect.ShadersStore.fireProceduralTexturePixelShader=i;var a=function(e){function r(t,o,i,a,l){var u=e.call(this,t,o,"fireProceduralTexture",i,a,l)||this;return u._time=0,u._speed=new n.Vector2(.5,.3),u._autoGenerateTime=!0,u._alphaThreshold=.5,u._fireColors=r.RedFireColors,u.updateShaderUniforms(),u}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("time",this._time),this.setVector2("speed",this._speed),this.setColor3("c1",this._fireColors[0]),this.setColor3("c2",this._fireColors[1]),this.setColor3("c3",this._fireColors[2]),this.setColor3("c4",this._fireColors[3]),this.setColor3("c5",this._fireColors[4]),this.setColor3("c6",this._fireColors[5]),this.setFloat("alphaThreshold",this._alphaThreshold)},r.prototype.render=function(r){var t=this.getScene();this._autoGenerateTime&&t&&(this._time+=.03*t.getAnimationRatio(),this.updateShaderUniforms()),e.prototype.render.call(this,r)},Object.defineProperty(r,"PurpleFireColors",{get:function(){return[new n.Color3(.5,0,1),new n.Color3(.9,0,1),new n.Color3(.2,0,1),new n.Color3(1,.9,1),new n.Color3(.1,.1,1),new n.Color3(.9,.9,1)]},enumerable:!1,configurable:!0}),Object.defineProperty(r,"GreenFireColors",{get:function(){return[new n.Color3(.5,1,0),new n.Color3(.5,1,0),new n.Color3(.3,.4,0),new n.Color3(.5,1,0),new n.Color3(.2,0,0),new n.Color3(.5,1,0)]},enumerable:!1,configurable:!0}),Object.defineProperty(r,"RedFireColors",{get:function(){return[new n.Color3(.5,0,.1),new n.Color3(.9,0,0),new n.Color3(.2,0,0),new n.Color3(1,.9,0),new n.Color3(.1,.1,.1),new n.Color3(.9,.9,.9)]},enumerable:!1,configurable:!0}),Object.defineProperty(r,"BlueFireColors",{get:function(){return[new n.Color3(.1,0,.5),new n.Color3(0,0,.5),new n.Color3(.1,0,.2),new n.Color3(0,0,1),new n.Color3(.1,.2,.3),new n.Color3(0,.2,.9)]},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"autoGenerateTime",{get:function(){return this._autoGenerateTime},set:function(e){this._autoGenerateTime=e},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"fireColors",{get:function(){return this._fireColors},set:function(e){this._fireColors=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"time",{get:function(){return this._time},set:function(e){this._time=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"speed",{get:function(){return this._speed},set:function(e){this._speed=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"alphaThreshold",{get:function(){return this._alphaThreshold},set:function(e){this._alphaThreshold=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));r.customType="BABYLON.FireProceduralTexture",r.fireColors=[];for(var t=0;t<this._fireColors.length;t++)r.fireColors.push(this._fireColors[t].asArray());return r},r.Parse=function(e,t,o){for(var i=n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o),a=[],l=0;l<e.fireColors.length;l++)a.push(n.Color3.FromArray(e.fireColors[l]));return i.fireColors=a,i},Object(o.a)([Object(n.serialize)()],r.prototype,"autoGenerateTime",null),Object(o.a)([Object(n.serialize)()],r.prototype,"time",null),Object(o.a)([Object(n.serializeAsVector2)()],r.prototype,"speed",null),Object(o.a)([Object(n.serialize)()],r.prototype,"alphaThreshold",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.FireProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"GrassProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}";n.Effect.ShadersStore.grassProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"grassProceduralTexture",o,i,a)||this;return l._groundColor=new n.Color3(1,1,1),l._grassColors=[new n.Color3(.29,.38,.02),new n.Color3(.36,.49,.09),new n.Color3(.51,.6,.28)],l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setColor3("herb1Color",this._grassColors[0]),this.setColor3("herb2Color",this._grassColors[1]),this.setColor3("herb3Color",this._grassColors[2]),this.setColor3("groundColor",this._groundColor)},Object.defineProperty(r.prototype,"grassColors",{get:function(){return this._grassColors},set:function(e){this._grassColors=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"groundColor",{get:function(){return this._groundColor},set:function(e){this._groundColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));r.customType="BABYLON.GrassProceduralTexture",r.grassColors=[];for(var t=0;t<this._grassColors.length;t++)r.grassColors.push(this._grassColors[t].asArray());return r},r.Parse=function(e,t,o){for(var i=n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o),a=[],l=0;l<e.grassColors.length;l++)a.push(n.Color3.FromArray(e.grassColors[l]));return i.grassColors=a,i},Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"groundColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.GrassProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"MarbleProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 marbleColor;\nuniform vec3 jointColor;\nconst vec3 tileSize=vec3(1.1,1.0,1.1);\nconst vec3 tilePct=vec3(0.98,1.0,0.98);\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat turbulence(vec2 P)\n{\nfloat val=0.0;\nfloat freq=1.0;\nfor (int i=0; i<4; i++)\n{\nval+=abs(noise(P*freq)/freq);\nfreq*=2.07;\n}\nreturn val;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvec3 marble_color(float x)\n{\nvec3 col;\nx=0.5*(x+1.);\nx=sqrt(x);\nx=sqrt(x);\nx=sqrt(x);\ncol=vec3(.2+.75*x);\ncol.b*=0.95;\nreturn col;\n}\nvoid main()\n{\nfloat brickW=1.0/numberOfTilesWidth;\nfloat brickH=1.0/numberOfTilesHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.01;\nvec3 color=marbleColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\nt+=amplitude*turbulence(brickvUV.xy);\nt=sin(t);\ncolor=marble_color(t);\n}\ngl_FragColor=vec4(color,0.0);\n}";n.Effect.ShadersStore.marbleProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"marbleProceduralTexture",o,i,a)||this;return l._numberOfTilesHeight=3,l._numberOfTilesWidth=3,l._amplitude=9,l._jointColor=new n.Color3(.72,.72,.72),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("numberOfTilesHeight",this._numberOfTilesHeight),this.setFloat("numberOfTilesWidth",this._numberOfTilesWidth),this.setFloat("amplitude",this._amplitude),this.setColor3("jointColor",this._jointColor)},Object.defineProperty(r.prototype,"numberOfTilesHeight",{get:function(){return this._numberOfTilesHeight},set:function(e){this._numberOfTilesHeight=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"amplitude",{get:function(){return this._amplitude},set:function(e){this._amplitude=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"numberOfTilesWidth",{get:function(){return this._numberOfTilesWidth},set:function(e){this._numberOfTilesWidth=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"jointColor",{get:function(){return this._jointColor},set:function(e){this._jointColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.MarbleProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"numberOfTilesHeight",null),Object(o.a)([Object(n.serialize)()],r.prototype,"amplitude",null),Object(o.a)([Object(n.serialize)()],r.prototype,"numberOfTilesWidth",null),Object(o.a)([Object(n.serialize)()],r.prototype,"jointColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.MarbleProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"NormalMapProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n";n.Effect.ShadersStore.normalMapProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,n,i){var a=e.call(this,r,t,"normalMapProceduralTexture",o,n,i)||this;return a.updateShaderUniforms(),a}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setTexture("baseSampler",this._baseTexture),this.setFloat("size",this.getRenderSize())},r.prototype.render=function(r){e.prototype.render.call(this,r)},r.prototype.resize=function(r,t){e.prototype.resize.call(this,r,t),this.updateShaderUniforms()},Object.defineProperty(r.prototype,"baseTexture",{get:function(){return this._baseTexture},set:function(e){this._baseTexture=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.NormalMapProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serializeAsTexture)()],r.prototype,"baseTexture",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.NormalMapProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"PerlinNoiseProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89));\n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n";n.Effect.ShadersStore.perlinNoiseProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,n,i){var a=e.call(this,r,t,"perlinNoiseProceduralTexture",o,n,i)||this;return a.time=0,a.timeScale=1,a.translationSpeed=1,a._currentTranslation=0,a.updateShaderUniforms(),a}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("size",this.getRenderSize());var e=this.getScene();if(e){var r=e.getEngine().getDeltaTime();this.time+=r,this.setFloat("time",this.time*this.timeScale/1e3),this._currentTranslation+=r*this.translationSpeed/1e3,this.setFloat("translationSpeed",this._currentTranslation)}},r.prototype.render=function(r){this.updateShaderUniforms(),e.prototype.render.call(this,r)},r.prototype.resize=function(r,t){e.prototype.resize.call(this,r,t)},r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.PerlinNoiseProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"time",void 0),Object(o.a)([Object(n.serialize)()],r.prototype,"timeScale",void 0),Object(o.a)([Object(n.serialize)()],r.prototype,"translationSpeed",void 0),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.PerlinNoiseProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"RoadProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vUV;\nuniform vec3 roadColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(gl_FragCoord.y*100.0 ,fbm(vUV*2.0));\nvec3 color=roadColor*ratioy;\ngl_FragColor=vec4(color,1.0);\n}";n.Effect.ShadersStore.roadProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"roadProceduralTexture",o,i,a)||this;return l._roadColor=new n.Color3(.53,.53,.53),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setColor3("roadColor",this._roadColor)},Object.defineProperty(r.prototype,"roadColor",{get:function(){return this._roadColor},set:function(e){this._roadColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.RoadProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"roadColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.RoadProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"StarfieldProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\n\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float time;\nuniform float alpha;\nuniform float beta;\nuniform float zoom;\nuniform float formuparam;\nuniform float stepsize;\nuniform float tile;\nuniform float brightness;\nuniform float darkmatter;\nuniform float distfading;\nuniform float saturation;\nvoid main()\n{\nvec3 dir=vec3(vUV*zoom,1.);\nfloat localTime=time*0.0001;\n\nmat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));\nmat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));\ndir.xz*=rot1;\ndir.xy*=rot2;\nvec3 from=vec3(1.,.5,0.5);\nfrom+=vec3(-2.,localTime*2.,localTime);\nfrom.xz*=rot1;\nfrom.xy*=rot2;\n\nfloat s=0.1,fade=1.;\nvec3 v=vec3(0.);\nfor (int r=0; r<volsteps; r++) {\nvec3 p=from+s*dir*.5;\np=abs(vec3(tile)-mod(p,vec3(tile*2.)));\nfloat pa,a=pa=0.;\nfor (int i=0; i<iterations; i++) {\np=abs(p)/dot(p,p)-formuparam;\na+=abs(length(p)-pa);\npa=length(p);\n}\nfloat dm=max(0.,darkmatter-a*a*.001);\na*=a*a;\nif (r>6) fade*=1.-dm;\n\nv+=fade;\nv+=vec3(s,s*s,s*s*s*s)*a*brightness*fade;\nfade*=distfading;\ns+=stepsize;\n}\nv=mix(vec3(length(v)),v,saturation);\ngl_FragColor=vec4(v*.01,1.);\n}";n.Effect.ShadersStore.starfieldProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,n,i){var a=e.call(this,r,t,"starfieldProceduralTexture",o,n,i)||this;return a._time=1,a._alpha=.5,a._beta=.8,a._zoom=.8,a._formuparam=.53,a._stepsize=.1,a._tile=.85,a._brightness=.0015,a._darkmatter=.4,a._distfading=.73,a._saturation=.85,a.updateShaderUniforms(),a}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("time",this._time),this.setFloat("alpha",this._alpha),this.setFloat("beta",this._beta),this.setFloat("zoom",this._zoom),this.setFloat("formuparam",this._formuparam),this.setFloat("stepsize",this._stepsize),this.setFloat("tile",this._tile),this.setFloat("brightness",this._brightness),this.setFloat("darkmatter",this._darkmatter),this.setFloat("distfading",this._distfading),this.setFloat("saturation",this._saturation)},Object.defineProperty(r.prototype,"time",{get:function(){return this._time},set:function(e){this._time=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"alpha",{get:function(){return this._alpha},set:function(e){this._alpha=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"beta",{get:function(){return this._beta},set:function(e){this._beta=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"formuparam",{get:function(){return this._formuparam},set:function(e){this._formuparam=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"stepsize",{get:function(){return this._stepsize},set:function(e){this._stepsize=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"zoom",{get:function(){return this._zoom},set:function(e){this._zoom=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"tile",{get:function(){return this._tile},set:function(e){this._tile=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"brightness",{get:function(){return this._brightness},set:function(e){this._brightness=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"darkmatter",{get:function(){return this._darkmatter},set:function(e){this._darkmatter=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"distfading",{get:function(){return this._distfading},set:function(e){this._distfading=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"saturation",{get:function(){return this._saturation},set:function(e){this._saturation=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.StarfieldProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"time",null),Object(o.a)([Object(n.serialize)()],r.prototype,"alpha",null),Object(o.a)([Object(n.serialize)()],r.prototype,"beta",null),Object(o.a)([Object(n.serialize)()],r.prototype,"formuparam",null),Object(o.a)([Object(n.serialize)()],r.prototype,"stepsize",null),Object(o.a)([Object(n.serialize)()],r.prototype,"zoom",null),Object(o.a)([Object(n.serialize)()],r.prototype,"tile",null),Object(o.a)([Object(n.serialize)()],r.prototype,"brightness",null),Object(o.a)([Object(n.serialize)()],r.prototype,"darkmatter",null),Object(o.a)([Object(n.serialize)()],r.prototype,"distfading",null),Object(o.a)([Object(n.serialize)()],r.prototype,"saturation",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.StarfieldProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"WoodProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n}";n.Effect.ShadersStore.woodProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"woodProceduralTexture",o,i,a)||this;return l._ampScale=100,l._woodColor=new n.Color3(.32,.17,.09),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("ampScale",this._ampScale),this.setColor3("woodColor",this._woodColor)},Object.defineProperty(r.prototype,"ampScale",{get:function(){return this._ampScale},set:function(e){this._ampScale=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"woodColor",{get:function(){return this._woodColor},set:function(e){this._woodColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.WoodProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"ampScale",null),Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"woodColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.WoodProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r);var o=t(3);t.d(r,"BrickProceduralTexture",(function(){return o.BrickProceduralTexture}));var n=t(4);t.d(r,"CloudProceduralTexture",(function(){return n.CloudProceduralTexture}));var i=t(5);t.d(r,"FireProceduralTexture",(function(){return i.FireProceduralTexture}));var a=t(6);t.d(r,"GrassProceduralTexture",(function(){return a.GrassProceduralTexture}));var l=t(7);t.d(r,"MarbleProceduralTexture",(function(){return l.MarbleProceduralTexture}));var u=t(8);t.d(r,"NormalMapProceduralTexture",(function(){return u.NormalMapProceduralTexture}));var c=t(9);t.d(r,"PerlinNoiseProceduralTexture",(function(){return c.PerlinNoiseProceduralTexture}));var s=t(10);t.d(r,"RoadProceduralTexture",(function(){return s.RoadProceduralTexture}));var f=t(11);t.d(r,"StarfieldProceduralTexture",(function(){return f.StarfieldProceduralTexture}));var d=t(12);t.d(r,"WoodProceduralTexture",(function(){return d.WoodProceduralTexture}))},function(e,r,t){"use strict";t.r(r),function(e){var o=t(13);t.d(r,"BrickProceduralTexture",(function(){return o.BrickProceduralTexture})),t.d(r,"CloudProceduralTexture",(function(){return o.CloudProceduralTexture})),t.d(r,"FireProceduralTexture",(function(){return o.FireProceduralTexture})),t.d(r,"GrassProceduralTexture",(function(){return o.GrassProceduralTexture})),t.d(r,"MarbleProceduralTexture",(function(){return o.MarbleProceduralTexture})),t.d(r,"NormalMapProceduralTexture",(function(){return o.NormalMapProceduralTexture})),t.d(r,"PerlinNoiseProceduralTexture",(function(){return o.PerlinNoiseProceduralTexture})),t.d(r,"RoadProceduralTexture",(function(){return o.RoadProceduralTexture})),t.d(r,"StarfieldProceduralTexture",(function(){return o.StarfieldProceduralTexture})),t.d(r,"WoodProceduralTexture",(function(){return o.WoodProceduralTexture}));var n=void 0!==e?e:"undefined"!=typeof window?window:void 0;if(void 0!==n)for(var i in n.BABYLON=n.BABYLON||{},o)n.BABYLON[i]=o[i]}.call(this,t(2))}])}));
16
+ var o=function(e,r){return(o=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,r){e.__proto__=r}||function(e,r){for(var t in r)Object.prototype.hasOwnProperty.call(r,t)&&(e[t]=r[t])})(e,r)};function n(e,r){if("function"!=typeof r&&null!==r)throw new TypeError("Class extends value "+String(r)+" is not a constructor or null");function t(){this.constructor=e}o(e,r),e.prototype=null===r?Object.create(r):(t.prototype=r.prototype,new t)}function i(e,r,t,o){var n,i=arguments.length,a=i<3?r:null===o?o=Object.getOwnPropertyDescriptor(r,t):o;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)a=Reflect.decorate(e,r,t,o);else for(var l=e.length-1;l>=0;l--)(n=e[l])&&(a=(i<3?n(a):i>3?n(r,t,a):n(r,t))||a);return i>3&&a&&Object.defineProperty(r,t,a),a}Object.create;Object.create},function(e,r){var t;t=function(){return this}();try{t=t||new Function("return this")()}catch(e){"object"==typeof window&&(t=window)}e.exports=t},function(e,r,t){"use strict";t.r(r),t.d(r,"BrickProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}";n.Effect.ShadersStore.brickProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"brickProceduralTexture",o,i,a)||this;return l._numberOfBricksHeight=15,l._numberOfBricksWidth=5,l._jointColor=new n.Color3(.72,.72,.72),l._brickColor=new n.Color3(.77,.47,.4),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("numberOfBricksHeight",this._numberOfBricksHeight),this.setFloat("numberOfBricksWidth",this._numberOfBricksWidth),this.setColor3("brickColor",this._brickColor),this.setColor3("jointColor",this._jointColor)},Object.defineProperty(r.prototype,"numberOfBricksHeight",{get:function(){return this._numberOfBricksHeight},set:function(e){this._numberOfBricksHeight=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"numberOfBricksWidth",{get:function(){return this._numberOfBricksWidth},set:function(e){this._numberOfBricksWidth=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"jointColor",{get:function(){return this._jointColor},set:function(e){this._jointColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"brickColor",{get:function(){return this._brickColor},set:function(e){this._brickColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.BrickProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"numberOfBricksHeight",null),Object(o.a)([Object(n.serialize)()],r.prototype,"numberOfBricksWidth",null),Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"jointColor",null),Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"brickColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.BrickProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"CloudProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vUV;\nuniform vec4 skyColor;\nuniform vec4 cloudColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*12.0;\nvec4 c=mix(skyColor,cloudColor,fbm(p));\ngl_FragColor=c;\n}\n";n.Effect.ShadersStore.cloudProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"cloudProceduralTexture",o,i,a)||this;return l._skyColor=new n.Color4(.15,.68,1,1),l._cloudColor=new n.Color4(1,1,1,1),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setColor4("skyColor",this._skyColor),this.setColor4("cloudColor",this._cloudColor)},Object.defineProperty(r.prototype,"skyColor",{get:function(){return this._skyColor},set:function(e){this._skyColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"cloudColor",{get:function(){return this._cloudColor},set:function(e){this._cloudColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.CloudProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serializeAsColor4)()],r.prototype,"skyColor",null),Object(o.a)([Object(n.serializeAsColor4)()],r.prototype,"cloudColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.CloudProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"FireProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main() {\nvec2 p=vUV*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}";n.Effect.ShadersStore.fireProceduralTexturePixelShader=i;var a=function(e){function r(t,o,i,a,l){var u=e.call(this,t,o,"fireProceduralTexture",i,a,l)||this;return u._time=0,u._speed=new n.Vector2(.5,.3),u._autoGenerateTime=!0,u._alphaThreshold=.5,u._fireColors=r.RedFireColors,u.updateShaderUniforms(),u}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("time",this._time),this.setVector2("speed",this._speed),this.setColor3("c1",this._fireColors[0]),this.setColor3("c2",this._fireColors[1]),this.setColor3("c3",this._fireColors[2]),this.setColor3("c4",this._fireColors[3]),this.setColor3("c5",this._fireColors[4]),this.setColor3("c6",this._fireColors[5]),this.setFloat("alphaThreshold",this._alphaThreshold)},r.prototype.render=function(r){var t=this.getScene();this._autoGenerateTime&&t&&(this._time+=.03*t.getAnimationRatio(),this.updateShaderUniforms()),e.prototype.render.call(this,r)},Object.defineProperty(r,"PurpleFireColors",{get:function(){return[new n.Color3(.5,0,1),new n.Color3(.9,0,1),new n.Color3(.2,0,1),new n.Color3(1,.9,1),new n.Color3(.1,.1,1),new n.Color3(.9,.9,1)]},enumerable:!1,configurable:!0}),Object.defineProperty(r,"GreenFireColors",{get:function(){return[new n.Color3(.5,1,0),new n.Color3(.5,1,0),new n.Color3(.3,.4,0),new n.Color3(.5,1,0),new n.Color3(.2,0,0),new n.Color3(.5,1,0)]},enumerable:!1,configurable:!0}),Object.defineProperty(r,"RedFireColors",{get:function(){return[new n.Color3(.5,0,.1),new n.Color3(.9,0,0),new n.Color3(.2,0,0),new n.Color3(1,.9,0),new n.Color3(.1,.1,.1),new n.Color3(.9,.9,.9)]},enumerable:!1,configurable:!0}),Object.defineProperty(r,"BlueFireColors",{get:function(){return[new n.Color3(.1,0,.5),new n.Color3(0,0,.5),new n.Color3(.1,0,.2),new n.Color3(0,0,1),new n.Color3(.1,.2,.3),new n.Color3(0,.2,.9)]},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"autoGenerateTime",{get:function(){return this._autoGenerateTime},set:function(e){this._autoGenerateTime=e},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"fireColors",{get:function(){return this._fireColors},set:function(e){this._fireColors=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"time",{get:function(){return this._time},set:function(e){this._time=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"speed",{get:function(){return this._speed},set:function(e){this._speed=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"alphaThreshold",{get:function(){return this._alphaThreshold},set:function(e){this._alphaThreshold=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));r.customType="BABYLON.FireProceduralTexture",r.fireColors=[];for(var t=0;t<this._fireColors.length;t++)r.fireColors.push(this._fireColors[t].asArray());return r},r.Parse=function(e,t,o){for(var i=n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o),a=[],l=0;l<e.fireColors.length;l++)a.push(n.Color3.FromArray(e.fireColors[l]));return i.fireColors=a,i},Object(o.a)([Object(n.serialize)()],r.prototype,"autoGenerateTime",null),Object(o.a)([Object(n.serialize)()],r.prototype,"time",null),Object(o.a)([Object(n.serializeAsVector2)()],r.prototype,"speed",null),Object(o.a)([Object(n.serialize)()],r.prototype,"alphaThreshold",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.FireProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"GrassProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}";n.Effect.ShadersStore.grassProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"grassProceduralTexture",o,i,a)||this;return l._groundColor=new n.Color3(1,1,1),l._grassColors=[new n.Color3(.29,.38,.02),new n.Color3(.36,.49,.09),new n.Color3(.51,.6,.28)],l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setColor3("herb1Color",this._grassColors[0]),this.setColor3("herb2Color",this._grassColors[1]),this.setColor3("herb3Color",this._grassColors[2]),this.setColor3("groundColor",this._groundColor)},Object.defineProperty(r.prototype,"grassColors",{get:function(){return this._grassColors},set:function(e){this._grassColors=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"groundColor",{get:function(){return this._groundColor},set:function(e){this._groundColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));r.customType="BABYLON.GrassProceduralTexture",r.grassColors=[];for(var t=0;t<this._grassColors.length;t++)r.grassColors.push(this._grassColors[t].asArray());return r},r.Parse=function(e,t,o){for(var i=n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o),a=[],l=0;l<e.grassColors.length;l++)a.push(n.Color3.FromArray(e.grassColors[l]));return i.grassColors=a,i},Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"groundColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.GrassProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"MarbleProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 marbleColor;\nuniform vec3 jointColor;\nconst vec3 tileSize=vec3(1.1,1.0,1.1);\nconst vec3 tilePct=vec3(0.98,1.0,0.98);\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat turbulence(vec2 P)\n{\nfloat val=0.0;\nfloat freq=1.0;\nfor (int i=0; i<4; i++)\n{\nval+=abs(noise(P*freq)/freq);\nfreq*=2.07;\n}\nreturn val;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvec3 marble_color(float x)\n{\nvec3 col;\nx=0.5*(x+1.);\nx=sqrt(x);\nx=sqrt(x);\nx=sqrt(x);\ncol=vec3(.2+.75*x);\ncol.b*=0.95;\nreturn col;\n}\nvoid main()\n{\nfloat brickW=1.0/numberOfTilesWidth;\nfloat brickH=1.0/numberOfTilesHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.01;\nvec3 color=marbleColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\nt+=amplitude*turbulence(brickvUV.xy);\nt=sin(t);\ncolor=marble_color(t);\n}\ngl_FragColor=vec4(color,0.0);\n}";n.Effect.ShadersStore.marbleProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"marbleProceduralTexture",o,i,a)||this;return l._numberOfTilesHeight=3,l._numberOfTilesWidth=3,l._amplitude=9,l._jointColor=new n.Color3(.72,.72,.72),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("numberOfTilesHeight",this._numberOfTilesHeight),this.setFloat("numberOfTilesWidth",this._numberOfTilesWidth),this.setFloat("amplitude",this._amplitude),this.setColor3("jointColor",this._jointColor)},Object.defineProperty(r.prototype,"numberOfTilesHeight",{get:function(){return this._numberOfTilesHeight},set:function(e){this._numberOfTilesHeight=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"amplitude",{get:function(){return this._amplitude},set:function(e){this._amplitude=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"numberOfTilesWidth",{get:function(){return this._numberOfTilesWidth},set:function(e){this._numberOfTilesWidth=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"jointColor",{get:function(){return this._jointColor},set:function(e){this._jointColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.MarbleProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"numberOfTilesHeight",null),Object(o.a)([Object(n.serialize)()],r.prototype,"amplitude",null),Object(o.a)([Object(n.serialize)()],r.prototype,"numberOfTilesWidth",null),Object(o.a)([Object(n.serialize)()],r.prototype,"jointColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.MarbleProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"NormalMapProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n";n.Effect.ShadersStore.normalMapProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,n,i){var a=e.call(this,r,t,"normalMapProceduralTexture",o,n,i)||this;return a.updateShaderUniforms(),a}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setTexture("baseSampler",this._baseTexture),this.setFloat("size",this.getRenderSize())},r.prototype.render=function(r){e.prototype.render.call(this,r)},r.prototype.resize=function(r,t){e.prototype.resize.call(this,r,t),this.updateShaderUniforms()},Object.defineProperty(r.prototype,"baseTexture",{get:function(){return this._baseTexture},set:function(e){this._baseTexture=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.NormalMapProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serializeAsTexture)()],r.prototype,"baseTexture",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.NormalMapProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"PerlinNoiseProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89));\n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n";n.Effect.ShadersStore.perlinNoiseProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,n,i){var a=e.call(this,r,t,"perlinNoiseProceduralTexture",o,n,i)||this;return a.time=0,a.timeScale=1,a.translationSpeed=1,a._currentTranslation=0,a.updateShaderUniforms(),a}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("size",this.getRenderSize());var e=this.getScene();if(e){var r=e.getEngine().getDeltaTime();this.time+=r,this.setFloat("time",this.time*this.timeScale/1e3),this._currentTranslation+=r*this.translationSpeed/1e3,this.setFloat("translationSpeed",this._currentTranslation)}},r.prototype.render=function(r){this.updateShaderUniforms(),e.prototype.render.call(this,r)},r.prototype.resize=function(r,t){e.prototype.resize.call(this,r,t)},r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.PerlinNoiseProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"time",void 0),Object(o.a)([Object(n.serialize)()],r.prototype,"timeScale",void 0),Object(o.a)([Object(n.serialize)()],r.prototype,"translationSpeed",void 0),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.PerlinNoiseProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"RoadProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vUV;\nuniform vec3 roadColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(gl_FragCoord.y*100.0 ,fbm(vUV*2.0));\nvec3 color=roadColor*ratioy;\ngl_FragColor=vec4(color,1.0);\n}";n.Effect.ShadersStore.roadProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"roadProceduralTexture",o,i,a)||this;return l._roadColor=new n.Color3(.53,.53,.53),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setColor3("roadColor",this._roadColor)},Object.defineProperty(r.prototype,"roadColor",{get:function(){return this._roadColor},set:function(e){this._roadColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.RoadProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"roadColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.RoadProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"StarfieldProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\n\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float time;\nuniform float alpha;\nuniform float beta;\nuniform float zoom;\nuniform float formuparam;\nuniform float stepsize;\nuniform float tile;\nuniform float brightness;\nuniform float darkmatter;\nuniform float distfading;\nuniform float saturation;\nvoid main()\n{\nvec3 dir=vec3(vUV*zoom,1.);\nfloat localTime=time*0.0001;\n\nmat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));\nmat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));\ndir.xz*=rot1;\ndir.xy*=rot2;\nvec3 from=vec3(1.,.5,0.5);\nfrom+=vec3(-2.,localTime*2.,localTime);\nfrom.xz*=rot1;\nfrom.xy*=rot2;\n\nfloat s=0.1,fade=1.;\nvec3 v=vec3(0.);\nfor (int r=0; r<volsteps; r++) {\nvec3 p=from+s*dir*.5;\np=abs(vec3(tile)-mod(p,vec3(tile*2.)));\nfloat pa,a=pa=0.;\nfor (int i=0; i<iterations; i++) {\np=abs(p)/dot(p,p)-formuparam;\na+=abs(length(p)-pa);\npa=length(p);\n}\nfloat dm=max(0.,darkmatter-a*a*.001);\na*=a*a;\nif (r>6) fade*=1.-dm;\n\nv+=fade;\nv+=vec3(s,s*s,s*s*s*s)*a*brightness*fade;\nfade*=distfading;\ns+=stepsize;\n}\nv=mix(vec3(length(v)),v,saturation);\ngl_FragColor=vec4(v*.01,1.);\n}";n.Effect.ShadersStore.starfieldProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,n,i){var a=e.call(this,r,t,"starfieldProceduralTexture",o,n,i)||this;return a._time=1,a._alpha=.5,a._beta=.8,a._zoom=.8,a._formuparam=.53,a._stepsize=.1,a._tile=.85,a._brightness=.0015,a._darkmatter=.4,a._distfading=.73,a._saturation=.85,a.updateShaderUniforms(),a}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("time",this._time),this.setFloat("alpha",this._alpha),this.setFloat("beta",this._beta),this.setFloat("zoom",this._zoom),this.setFloat("formuparam",this._formuparam),this.setFloat("stepsize",this._stepsize),this.setFloat("tile",this._tile),this.setFloat("brightness",this._brightness),this.setFloat("darkmatter",this._darkmatter),this.setFloat("distfading",this._distfading),this.setFloat("saturation",this._saturation)},Object.defineProperty(r.prototype,"time",{get:function(){return this._time},set:function(e){this._time=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"alpha",{get:function(){return this._alpha},set:function(e){this._alpha=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"beta",{get:function(){return this._beta},set:function(e){this._beta=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"formuparam",{get:function(){return this._formuparam},set:function(e){this._formuparam=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"stepsize",{get:function(){return this._stepsize},set:function(e){this._stepsize=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"zoom",{get:function(){return this._zoom},set:function(e){this._zoom=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"tile",{get:function(){return this._tile},set:function(e){this._tile=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"brightness",{get:function(){return this._brightness},set:function(e){this._brightness=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"darkmatter",{get:function(){return this._darkmatter},set:function(e){this._darkmatter=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"distfading",{get:function(){return this._distfading},set:function(e){this._distfading=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"saturation",{get:function(){return this._saturation},set:function(e){this._saturation=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.StarfieldProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"time",null),Object(o.a)([Object(n.serialize)()],r.prototype,"alpha",null),Object(o.a)([Object(n.serialize)()],r.prototype,"beta",null),Object(o.a)([Object(n.serialize)()],r.prototype,"formuparam",null),Object(o.a)([Object(n.serialize)()],r.prototype,"stepsize",null),Object(o.a)([Object(n.serialize)()],r.prototype,"zoom",null),Object(o.a)([Object(n.serialize)()],r.prototype,"tile",null),Object(o.a)([Object(n.serialize)()],r.prototype,"brightness",null),Object(o.a)([Object(n.serialize)()],r.prototype,"darkmatter",null),Object(o.a)([Object(n.serialize)()],r.prototype,"distfading",null),Object(o.a)([Object(n.serialize)()],r.prototype,"saturation",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.StarfieldProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r),t.d(r,"WoodProceduralTexture",(function(){return a}));var o=t(1),n=t(0),i="precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n}";n.Effect.ShadersStore.woodProceduralTexturePixelShader=i;var a=function(e){function r(r,t,o,i,a){var l=e.call(this,r,t,"woodProceduralTexture",o,i,a)||this;return l._ampScale=100,l._woodColor=new n.Color3(.32,.17,.09),l.updateShaderUniforms(),l}return Object(o.b)(r,e),r.prototype.updateShaderUniforms=function(){this.setFloat("ampScale",this._ampScale),this.setColor3("woodColor",this._woodColor)},Object.defineProperty(r.prototype,"ampScale",{get:function(){return this._ampScale},set:function(e){this._ampScale=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"woodColor",{get:function(){return this._woodColor},set:function(e){this._woodColor=e,this.updateShaderUniforms()},enumerable:!1,configurable:!0}),r.prototype.serialize=function(){var r=n.SerializationHelper.Serialize(this,e.prototype.serialize.call(this));return r.customType="BABYLON.WoodProceduralTexture",r},r.Parse=function(e,t,o){return n.SerializationHelper.Parse((function(){return new r(e.name,e._size,t,void 0,e._generateMipMaps)}),e,t,o)},Object(o.a)([Object(n.serialize)()],r.prototype,"ampScale",null),Object(o.a)([Object(n.serializeAsColor3)()],r.prototype,"woodColor",null),r}(n.ProceduralTexture);n._TypeStore.RegisteredTypes["BABYLON.WoodProceduralTexture"]=a},function(e,r,t){"use strict";t.r(r);var o=t(3);t.d(r,"BrickProceduralTexture",(function(){return o.BrickProceduralTexture}));var n=t(4);t.d(r,"CloudProceduralTexture",(function(){return n.CloudProceduralTexture}));var i=t(5);t.d(r,"FireProceduralTexture",(function(){return i.FireProceduralTexture}));var a=t(6);t.d(r,"GrassProceduralTexture",(function(){return a.GrassProceduralTexture}));var l=t(7);t.d(r,"MarbleProceduralTexture",(function(){return l.MarbleProceduralTexture}));var u=t(8);t.d(r,"NormalMapProceduralTexture",(function(){return u.NormalMapProceduralTexture}));var c=t(9);t.d(r,"PerlinNoiseProceduralTexture",(function(){return c.PerlinNoiseProceduralTexture}));var s=t(10);t.d(r,"RoadProceduralTexture",(function(){return s.RoadProceduralTexture}));var f=t(11);t.d(r,"StarfieldProceduralTexture",(function(){return f.StarfieldProceduralTexture}));var d=t(12);t.d(r,"WoodProceduralTexture",(function(){return d.WoodProceduralTexture}))},function(e,r,t){"use strict";t.r(r),function(e){var o=t(13);t.d(r,"BrickProceduralTexture",(function(){return o.BrickProceduralTexture})),t.d(r,"CloudProceduralTexture",(function(){return o.CloudProceduralTexture})),t.d(r,"FireProceduralTexture",(function(){return o.FireProceduralTexture})),t.d(r,"GrassProceduralTexture",(function(){return o.GrassProceduralTexture})),t.d(r,"MarbleProceduralTexture",(function(){return o.MarbleProceduralTexture})),t.d(r,"NormalMapProceduralTexture",(function(){return o.NormalMapProceduralTexture})),t.d(r,"PerlinNoiseProceduralTexture",(function(){return o.PerlinNoiseProceduralTexture})),t.d(r,"RoadProceduralTexture",(function(){return o.RoadProceduralTexture})),t.d(r,"StarfieldProceduralTexture",(function(){return o.StarfieldProceduralTexture})),t.d(r,"WoodProceduralTexture",(function(){return o.WoodProceduralTexture}));var n=void 0!==e?e:"undefined"!=typeof window?window:void 0;if(void 0!==n)for(var i in n.BABYLON=n.BABYLON||{},o)n.BABYLON[i]=o[i]}.call(this,t(2))}])}));
package/package.json CHANGED
@@ -4,7 +4,7 @@
4
4
  },
5
5
  "name": "babylonjs-procedural-textures",
6
6
  "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
7
- "version": "4.2.0",
7
+ "version": "4.2.1",
8
8
  "repository": {
9
9
  "type": "git",
10
10
  "url": "https://github.com/BabylonJS/Babylon.js.git"
@@ -28,7 +28,7 @@
28
28
  ],
29
29
  "license": "Apache-2.0",
30
30
  "dependencies": {
31
- "babylonjs": "4.2.0"
31
+ "babylonjs": "4.2.1"
32
32
  },
33
33
  "engines": {
34
34
  "node": "*"