babylonjs-procedural-textures 7.15.2 → 7.16.1
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.
- package/babylon.brickProceduralTexture.js +1 -5
- package/babylon.brickProceduralTexture.min.js +1 -1
- package/babylon.brickProceduralTexture.min.js.map +1 -1
- package/babylon.cloudProceduralTexture.js +1 -5
- package/babylon.cloudProceduralTexture.min.js +1 -1
- package/babylon.cloudProceduralTexture.min.js.map +1 -1
- package/babylon.fireProceduralTexture.js +1 -5
- package/babylon.fireProceduralTexture.min.js +1 -1
- package/babylon.fireProceduralTexture.min.js.map +1 -1
- package/babylon.grassProceduralTexture.js +1 -5
- package/babylon.grassProceduralTexture.min.js +1 -1
- package/babylon.grassProceduralTexture.min.js.map +1 -1
- package/babylon.marbleProceduralTexture.js +1 -5
- package/babylon.marbleProceduralTexture.min.js +1 -1
- package/babylon.marbleProceduralTexture.min.js.map +1 -1
- package/babylon.normalMapProceduralTexture.js +1 -5
- package/babylon.normalMapProceduralTexture.min.js +1 -1
- package/babylon.normalMapProceduralTexture.min.js.map +1 -1
- package/babylon.perlinNoiseProceduralTexture.js +1 -5
- package/babylon.perlinNoiseProceduralTexture.min.js +1 -1
- package/babylon.perlinNoiseProceduralTexture.min.js.map +1 -1
- package/babylon.roadProceduralTexture.js +1 -5
- package/babylon.roadProceduralTexture.min.js +1 -1
- package/babylon.roadProceduralTexture.min.js.map +1 -1
- package/babylon.starfieldProceduralTexture.js +1 -5
- package/babylon.starfieldProceduralTexture.min.js +1 -1
- package/babylon.starfieldProceduralTexture.min.js.map +1 -1
- package/babylon.woodProceduralTexture.js +1 -5
- package/babylon.woodProceduralTexture.min.js +1 -1
- package/babylon.woodProceduralTexture.min.js.map +1 -1
- package/babylonjs.proceduralTextures.d.ts +209 -209
- package/babylonjs.proceduralTextures.js +1 -5
- package/babylonjs.proceduralTextures.min.js +1 -1
- package/babylonjs.proceduralTextures.min.js.map +1 -1
- package/babylonjs.proceduralTextures.module.d.ts +517 -517
- package/package.json +2 -2
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declare module BABYLON {
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export class BrickProceduralTexture extends ProceduralTexture {
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private _numberOfBricksHeight;
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private _numberOfBricksWidth;
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private _jointColor;
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private _brickColor;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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updateShaderUniforms(): void;
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get numberOfBricksHeight(): number;
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set numberOfBricksHeight(value: number);
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get numberOfBricksWidth(): number;
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set numberOfBricksWidth(value: number);
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get jointColor(): Color3;
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set jointColor(value: Color3);
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get brickColor(): Color3;
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set brickColor(value: Color3);
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/**
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* Serializes this brick procedural texture
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* @returns a serialized brick procedural texture object
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*/
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serialize(): any;
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/**
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* Creates a Brick Procedural Texture from parsed brick procedural texture data
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* @param parsedTexture defines parsed texture data
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* @param scene defines the current scene
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* @param rootUrl defines the root URL containing brick procedural texture information
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* @returns a parsed Brick Procedural Texture
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*/
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture;
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}
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/** @internal */
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export var
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export var woodProceduralTexturePixelShader: {
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name: string;
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shader: string;
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};
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private _skyColor;
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private _cloudColor;
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private _amplitude;
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private _numOctaves;
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export class WoodProceduralTexture extends ProceduralTexture {
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private _ampScale;
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private _woodColor;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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updateShaderUniforms(): void;
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get
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set
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get
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set
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get amplitude(): number;
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set amplitude(value: number);
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get numOctaves(): number;
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set numOctaves(value: number);
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get ampScale(): number;
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set ampScale(value: number);
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get woodColor(): Color3;
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set woodColor(value: Color3);
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/**
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* Serializes this
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* @returns a serialized
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* Serializes this wood procedural texture
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* @returns a serialized wood procedural texture object
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*/
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serialize(): any;
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/**
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* Creates a
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* Creates a Wood Procedural Texture from parsed wood procedural texture data
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* @param parsedTexture defines parsed texture data
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* @param scene defines the current scene
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* @param rootUrl defines the root URL containing
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* @returns a parsed
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* @param rootUrl defines the root URL containing wood procedural texture information
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* @returns a parsed Wood Procedural Texture
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*/
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string):
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture;
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}
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/** @internal */
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export var
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export var starfieldProceduralTexturePixelShader: {
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name: string;
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shader: string;
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};
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export class FireProceduralTexture extends ProceduralTexture {
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export class StarfieldProceduralTexture extends ProceduralTexture {
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private _time;
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private
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private
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private
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private
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private _alpha;
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private _beta;
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private _zoom;
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private _formuparam;
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private _stepsize;
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private _tile;
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private _brightness;
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private _darkmatter;
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private _distfading;
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private _saturation;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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updateShaderUniforms(): void;
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render(useCameraPostProcess?: boolean): void;
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static get PurpleFireColors(): Color3[];
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static get GreenFireColors(): Color3[];
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static get RedFireColors(): Color3[];
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static get BlueFireColors(): Color3[];
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get autoGenerateTime(): boolean;
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set autoGenerateTime(value: boolean);
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get fireColors(): Color3[];
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set fireColors(value: Color3[]);
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get time(): number;
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set time(value: number);
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get
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set
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get
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set
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get alpha(): number;
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set alpha(value: number);
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get beta(): number;
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set beta(value: number);
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get formuparam(): number;
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set formuparam(value: number);
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get stepsize(): number;
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set stepsize(value: number);
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get zoom(): number;
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set zoom(value: number);
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get tile(): number;
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set tile(value: number);
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get brightness(): number;
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set brightness(value: number);
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get darkmatter(): number;
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set darkmatter(value: number);
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get distfading(): number;
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set distfading(value: number);
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get saturation(): number;
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set saturation(value: number);
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/**
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* Serializes this
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* @returns a serialized
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* Serializes this starfield procedural texture
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* @returns a serialized starfield procedural texture object
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*/
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serialize(): any;
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/**
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* Creates a
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* Creates a Starfield Procedural Texture from parsed startfield procedural texture data
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* @param parsedTexture defines parsed texture data
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* @param scene defines the current scene
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* @param rootUrl defines the root URL containing
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* @returns a parsed
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* @param rootUrl defines the root URL containing startfield procedural texture information
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* @returns a parsed Starfield Procedural Texture
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*/
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string):
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture;
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}
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/** @internal */
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export var
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export var roadProceduralTexturePixelShader: {
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name: string;
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shader: string;
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};
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export class GrassProceduralTexture extends ProceduralTexture {
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private _grassColors;
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private _groundColor;
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export class RoadProceduralTexture extends ProceduralTexture {
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private _roadColor;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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updateShaderUniforms(): void;
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get
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get groundColor(): Color3;
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set groundColor(value: Color3);
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get roadColor(): Color3;
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set roadColor(value: Color3);
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/**
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* Serializes this
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* @returns a serialized
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* Serializes this road procedural texture
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* @returns a serialized road procedural texture object
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*/
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serialize(): any;
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/**
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* Creates a
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* Creates a Road Procedural Texture from parsed road procedural texture data
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* @param parsedTexture defines parsed texture data
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* @param scene defines the current scene
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* @param rootUrl defines the root URL containing
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* @returns a parsed
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* @param rootUrl defines the root URL containing road procedural texture information
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* @returns a parsed Road Procedural Texture
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*/
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string):
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): RoadProceduralTexture;
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}
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/** @internal */
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export var
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export var perlinNoiseProceduralTexturePixelShader: {
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name: string;
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shader: string;
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};
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export class MarbleProceduralTexture extends ProceduralTexture {
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private _numberOfTilesHeight;
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private _numberOfTilesWidth;
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private _amplitude;
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private _jointColor;
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export class PerlinNoiseProceduralTexture extends ProceduralTexture {
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time: number;
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timeScale: number;
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translationSpeed: number;
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private _currentTranslation;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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updateShaderUniforms(): void;
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get amplitude(): number;
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set amplitude(value: number);
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get numberOfTilesWidth(): number;
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set numberOfTilesWidth(value: number);
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get jointColor(): Color3;
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set jointColor(value: Color3);
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render(useCameraPostProcess?: boolean): void;
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resize(size: any, generateMipMaps: any): void;
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* Serializes this perlin noise procedural texture
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* @returns a serialized perlin noise procedural texture object
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serialize(): any;
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/**
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* Creates a
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* Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data
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* @param parsedTexture defines parsed texture data
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* @param scene defines the current scene
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* @param rootUrl defines the root URL containing
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* @param rootUrl defines the root URL containing perlin noise procedural texture information
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* @returns a parsed Perlin Noise Procedural Texture
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string):
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture;
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}
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export var
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export var normalMapProceduralTexturePixelShader: {
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export class NormalMapProceduralTexture extends ProceduralTexture {
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private _baseTexture;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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export var
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export var marbleProceduralTexturePixelShader: {
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shader: string;
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};
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translationSpeed: number;
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private _currentTranslation;
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export class MarbleProceduralTexture extends ProceduralTexture {
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private _numberOfTilesHeight;
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private _numberOfTilesWidth;
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private _amplitude;
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get numberOfTilesHeight(): number;
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set numberOfTilesHeight(value: number);
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get amplitude(): number;
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set amplitude(value: number);
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get numberOfTilesWidth(): number;
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set numberOfTilesWidth(value: number);
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get jointColor(): Color3;
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set jointColor(value: Color3);
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serialize(): any;
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/**
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* Creates a
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* Creates a Marble Procedural Texture from parsed marble procedural texture data
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*/
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string):
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): MarbleProceduralTexture;
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}
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/** @internal */
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export var
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export var grassProceduralTexturePixelShader: {
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name: string;
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shader: string;
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};
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private _roadColor;
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export class GrassProceduralTexture extends ProceduralTexture {
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private _grassColors;
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private _groundColor;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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get
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set
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get grassColors(): Color3[];
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set grassColors(value: Color3[]);
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get groundColor(): Color3;
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set groundColor(value: Color3);
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/**
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* Serializes this
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* @returns a serialized
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* Serializes this grass procedural texture
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* @returns a serialized grass procedural texture object
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*/
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serialize(): any;
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/**
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* Creates a
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* Creates a Grass Procedural Texture from parsed grass procedural texture data
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* @param rootUrl defines the root URL containing
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* @param rootUrl defines the root URL containing grass procedural texture information
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* @returns a parsed Grass Procedural Texture
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*/
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string):
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static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture;
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}
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/** @internal */
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export var
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export var fireProceduralTexturePixelShader: {
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name: string;
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shader: string;
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};
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export class StarfieldProceduralTexture extends ProceduralTexture {
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export class FireProceduralTexture extends ProceduralTexture {
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private _time;
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private
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private
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private
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private
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private _stepsize;
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private _tile;
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private _brightness;
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private _darkmatter;
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private _distfading;
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private _saturation;
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private _speed;
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+
private _autoGenerateTime;
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|
+
private _fireColors;
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+
private _alphaThreshold;
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constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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updateShaderUniforms(): void;
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+
render(useCameraPostProcess?: boolean): void;
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|
+
static get PurpleFireColors(): Color3[];
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|
+
static get GreenFireColors(): Color3[];
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|
+
static get RedFireColors(): Color3[];
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|
+
static get BlueFireColors(): Color3[];
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|
+
get autoGenerateTime(): boolean;
|
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|
+
set autoGenerateTime(value: boolean);
|
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297
|
+
get fireColors(): Color3[];
|
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298
|
+
set fireColors(value: Color3[]);
|
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299
|
get time(): number;
|
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323
300
|
set time(value: number);
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|
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|
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get
|
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325
|
-
set
|
|
326
|
-
get
|
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327
|
-
set
|
|
328
|
-
get formuparam(): number;
|
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329
|
-
set formuparam(value: number);
|
|
330
|
-
get stepsize(): number;
|
|
331
|
-
set stepsize(value: number);
|
|
332
|
-
get zoom(): number;
|
|
333
|
-
set zoom(value: number);
|
|
334
|
-
get tile(): number;
|
|
335
|
-
set tile(value: number);
|
|
336
|
-
get brightness(): number;
|
|
337
|
-
set brightness(value: number);
|
|
338
|
-
get darkmatter(): number;
|
|
339
|
-
set darkmatter(value: number);
|
|
340
|
-
get distfading(): number;
|
|
341
|
-
set distfading(value: number);
|
|
342
|
-
get saturation(): number;
|
|
343
|
-
set saturation(value: number);
|
|
301
|
+
get speed(): Vector2;
|
|
302
|
+
set speed(value: Vector2);
|
|
303
|
+
get alphaThreshold(): number;
|
|
304
|
+
set alphaThreshold(value: number);
|
|
344
305
|
/**
|
|
345
|
-
* Serializes this
|
|
346
|
-
* @returns a serialized
|
|
306
|
+
* Serializes this fire procedural texture
|
|
307
|
+
* @returns a serialized fire procedural texture object
|
|
347
308
|
*/
|
|
348
309
|
serialize(): any;
|
|
349
310
|
/**
|
|
350
|
-
* Creates a
|
|
311
|
+
* Creates a Fire Procedural Texture from parsed fire procedural texture data
|
|
351
312
|
* @param parsedTexture defines parsed texture data
|
|
352
313
|
* @param scene defines the current scene
|
|
353
|
-
* @param rootUrl defines the root URL containing
|
|
354
|
-
* @returns a parsed
|
|
314
|
+
* @param rootUrl defines the root URL containing fire procedural texture information
|
|
315
|
+
* @returns a parsed Fire Procedural Texture
|
|
355
316
|
*/
|
|
356
|
-
static Parse(parsedTexture: any, scene: Scene, rootUrl: string):
|
|
317
|
+
static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture;
|
|
357
318
|
}
|
|
358
319
|
|
|
359
320
|
|
|
321
|
+
|
|
322
|
+
|
|
360
323
|
/** @internal */
|
|
361
|
-
export var
|
|
324
|
+
export var cloudProceduralTexturePixelShader: {
|
|
362
325
|
name: string;
|
|
363
326
|
shader: string;
|
|
364
327
|
};
|
|
365
328
|
|
|
366
329
|
|
|
367
|
-
|
|
368
|
-
|
|
369
|
-
|
|
370
|
-
private
|
|
371
|
-
private
|
|
330
|
+
export class CloudProceduralTexture extends ProceduralTexture {
|
|
331
|
+
private _skyColor;
|
|
332
|
+
private _cloudColor;
|
|
333
|
+
private _amplitude;
|
|
334
|
+
private _numOctaves;
|
|
372
335
|
constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
373
336
|
updateShaderUniforms(): void;
|
|
374
|
-
get
|
|
375
|
-
set
|
|
376
|
-
get
|
|
377
|
-
set
|
|
337
|
+
get skyColor(): Color4;
|
|
338
|
+
set skyColor(value: Color4);
|
|
339
|
+
get cloudColor(): Color4;
|
|
340
|
+
set cloudColor(value: Color4);
|
|
341
|
+
get amplitude(): number;
|
|
342
|
+
set amplitude(value: number);
|
|
343
|
+
get numOctaves(): number;
|
|
344
|
+
set numOctaves(value: number);
|
|
378
345
|
/**
|
|
379
|
-
* Serializes this
|
|
380
|
-
* @returns a serialized
|
|
346
|
+
* Serializes this cloud procedural texture
|
|
347
|
+
* @returns a serialized cloud procedural texture object
|
|
381
348
|
*/
|
|
382
349
|
serialize(): any;
|
|
383
350
|
/**
|
|
384
|
-
* Creates a
|
|
351
|
+
* Creates a Cloud Procedural Texture from parsed cloud procedural texture data
|
|
385
352
|
* @param parsedTexture defines parsed texture data
|
|
386
353
|
* @param scene defines the current scene
|
|
387
|
-
* @param rootUrl defines the root URL containing
|
|
388
|
-
* @returns a parsed
|
|
354
|
+
* @param rootUrl defines the root URL containing cloud procedural texture information
|
|
355
|
+
* @returns a parsed Cloud Procedural Texture
|
|
389
356
|
*/
|
|
390
|
-
static Parse(parsedTexture: any, scene: Scene, rootUrl: string):
|
|
357
|
+
static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture;
|
|
391
358
|
}
|
|
392
359
|
|
|
393
360
|
|
|
361
|
+
|
|
362
|
+
|
|
394
363
|
/** @internal */
|
|
395
|
-
export var
|
|
364
|
+
export var brickProceduralTexturePixelShader: {
|
|
396
365
|
name: string;
|
|
397
366
|
shader: string;
|
|
398
367
|
};
|
|
399
368
|
|
|
400
369
|
|
|
370
|
+
export class BrickProceduralTexture extends ProceduralTexture {
|
|
371
|
+
private _numberOfBricksHeight;
|
|
372
|
+
private _numberOfBricksWidth;
|
|
373
|
+
private _jointColor;
|
|
374
|
+
private _brickColor;
|
|
375
|
+
constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
376
|
+
updateShaderUniforms(): void;
|
|
377
|
+
get numberOfBricksHeight(): number;
|
|
378
|
+
set numberOfBricksHeight(value: number);
|
|
379
|
+
get numberOfBricksWidth(): number;
|
|
380
|
+
set numberOfBricksWidth(value: number);
|
|
381
|
+
get jointColor(): Color3;
|
|
382
|
+
set jointColor(value: Color3);
|
|
383
|
+
get brickColor(): Color3;
|
|
384
|
+
set brickColor(value: Color3);
|
|
385
|
+
/**
|
|
386
|
+
* Serializes this brick procedural texture
|
|
387
|
+
* @returns a serialized brick procedural texture object
|
|
388
|
+
*/
|
|
389
|
+
serialize(): any;
|
|
390
|
+
/**
|
|
391
|
+
* Creates a Brick Procedural Texture from parsed brick procedural texture data
|
|
392
|
+
* @param parsedTexture defines parsed texture data
|
|
393
|
+
* @param scene defines the current scene
|
|
394
|
+
* @param rootUrl defines the root URL containing brick procedural texture information
|
|
395
|
+
* @returns a parsed Brick Procedural Texture
|
|
396
|
+
*/
|
|
397
|
+
static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture;
|
|
398
|
+
}
|
|
399
|
+
|
|
400
|
+
|
|
401
401
|
|
|
402
402
|
|
|
403
403
|
|