babylonjs-procedural-textures 8.41.2 → 8.42.0

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1
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(function(o, v) {\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\n}) : function(o, v) {\n o[\"default\"] = v;\n};\n\nvar ownKeys = function(o) {\n ownKeys = Object.getOwnPropertyNames || function (o) {\n var ar = [];\n for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;\n return ar;\n };\n return ownKeys(o);\n};\n\nexport function __importStar(mod) {\n if (mod && mod.__esModule) return mod;\n var result = {};\n if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== \"default\") __createBinding(result, mod, k[i]);\n __setModuleDefault(result, mod);\n return result;\n}\n\nexport function __importDefault(mod) {\n return (mod && mod.__esModule) ? mod : { default: mod };\n}\n\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\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\");\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\n}\n\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\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\");\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\n}\n\nexport function __classPrivateFieldIn(state, receiver) {\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\n}\n\nexport function __addDisposableResource(env, value, async) {\n if (value !== null && value !== void 0) {\n if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\n var dispose, inner;\n if (async) {\n if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\n dispose = value[Symbol.asyncDispose];\n }\n if (dispose === void 0) {\n if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\n dispose = value[Symbol.dispose];\n if (async) inner = dispose;\n }\n if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\n if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };\n env.stack.push({ value: value, dispose: dispose, async: async });\n }\n else if (async) {\n env.stack.push({ async: true });\n }\n return value;\n}\n\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\n var e = new Error(message);\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\n};\n\nexport function __disposeResources(env) {\n function fail(e) {\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\n env.hasError = true;\n }\n var r, s = 0;\n function next() {\n while (r = env.stack.pop()) {\n try {\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\n if (r.dispose) {\n var result = r.dispose.call(r.value);\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\n }\n else s |= 1;\n }\n catch (e) {\n fail(e);\n }\n }\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\n if (env.hasError) throw env.error;\n }\n return next();\n}\n\nexport function __rewriteRelativeImportExtension(path, preserveJsx) {\n if (typeof path === \"string\" && /^\\.\\.?\\//.test(path)) {\n return path.replace(/\\.(tsx)$|((?:\\.d)?)((?:\\.[^./]+?)?)\\.([cm]?)ts$/i, function (m, tsx, d, ext, cm) {\n return tsx ? preserveJsx ? \".jsx\" : \".js\" : d && (!ext || !cm) ? m : (d + ext + \".\" + cm.toLowerCase() + \"js\");\n });\n }\n return path;\n}\n\nexport default {\n __extends,\n __assign,\n __rest,\n __decorate,\n __param,\n __esDecorate,\n __runInitializers,\n __propKey,\n __setFunctionName,\n __metadata,\n __awaiter,\n __generator,\n __createBinding,\n __exportStar,\n __values,\n __read,\n __spread,\n __spreadArrays,\n __spreadArray,\n __await,\n __asyncGenerator,\n __asyncDelegator,\n __asyncValues,\n __makeTemplateObject,\n __importStar,\n __importDefault,\n __classPrivateFieldGet,\n __classPrivateFieldSet,\n __classPrivateFieldIn,\n __addDisposableResource,\n __disposeResources,\n __rewriteRelativeImportExtension,\n};\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"woodProceduralTexturePixelShader\";\nconst shader = `precision highp float;varying vec2 vPosition;varying vec2 vUV;uniform float ampScale;uniform vec3 woodColor;float rand(vec2 n) {return fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);}\nfloat noise(vec2 n) {const vec2 d=vec2(0.0,1.0);vec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));return mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);}\nfloat fbm(vec2 n) {float total=0.0,amplitude=1.0;for (int i=0; i<4; i++) {total+=noise(n)*amplitude;n+=n;amplitude*=0.5;}\nreturn total;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));vec3 wood=woodColor*ratioy;gl_FragColor=vec4(wood,1.0);\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const woodProceduralTexturePixelShader = { name, shader };\n","import { serialize, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { Nullable } from \"core/types\";\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: Nullable<Scene> = null, 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 override serialize(): any {\r\n const 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 override Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps),\r\n parsedTexture,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n return texture;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WoodProceduralTexture\", WoodProceduralTexture);\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as proceduralTexture from \"procedural-textures/wood/index\";\r\n\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\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const key in proceduralTexture) {\r\n (<any>globalObject).BABYLON[key] = (<any>proceduralTexture)[key];\r\n }\r\n}\r\n\r\nexport * from \"procedural-textures/wood/index\";\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as proceduralTexture from \"@lts/procedural-textures/legacy/legacy-wood\";\r\nexport { proceduralTexture };\r\nexport default proceduralTexture;\r\n"],"names":["root","factory","exports","module","require","define","amd","self","global","this","__WEBPACK_EXTERNAL_MODULE__597__","__webpack_module_cache__","__webpack_require__","moduleId","cachedModule","undefined","__webpack_modules__","d","definition","key","o","Object","defineProperty","enumerable","get","g","globalThis","Function","e","window","obj","prop","prototype","hasOwnProperty","call","r","Symbol","toStringTag","value","extendStatics","b","setPrototypeOf","__proto__","Array","p","__decorate","decorators","target","desc","c","arguments","length","getOwnPropertyDescriptor","Reflect","decorate","i","create","SuppressedError","ShaderStore","ShadersStore","name","size","scene","fallbackTexture","generateMipMaps","_ampScale","_woodColor","Color3","updateShaderUniforms","TypeError","String","__","constructor","setFloat","setColor3","serialize","serializationObject","SerializationHelper","Serialize","customType","Parse","parsedTexture","rootUrl","WoodProceduralTexture","_size","_generateMipMaps","serializeAsColor3","ProceduralTexture","RegisterClass","globalObject","BABYLON"],"ignoreList":[],"sourceRoot":""}
@@ -1,423 +1,5 @@
1
1
 
2
2
  declare module BABYLON {
3
-
4
-
5
- /** @internal */
6
- export var woodProceduralTexturePixelShader: {
7
- name: string;
8
- shader: string;
9
- };
10
-
11
-
12
- export class WoodProceduralTexture extends ProceduralTexture {
13
- private _ampScale;
14
- private _woodColor;
15
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
16
- updateShaderUniforms(): void;
17
- get ampScale(): number;
18
- set ampScale(value: number);
19
- get woodColor(): Color3;
20
- set woodColor(value: Color3);
21
- /**
22
- * Serializes this wood procedural texture
23
- * @returns a serialized wood procedural texture object
24
- */
25
- serialize(): any;
26
- /**
27
- * Creates a Wood Procedural Texture from parsed wood procedural texture data
28
- * @param parsedTexture defines parsed texture data
29
- * @param scene defines the current scene
30
- * @param rootUrl defines the root URL containing wood procedural texture information
31
- * @returns a parsed Wood Procedural Texture
32
- */
33
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture;
34
- }
35
-
36
-
37
-
38
-
39
- /** @internal */
40
- export var starfieldProceduralTexturePixelShader: {
41
- name: string;
42
- shader: string;
43
- };
44
-
45
-
46
- export class StarfieldProceduralTexture extends ProceduralTexture {
47
- private _time;
48
- private _alpha;
49
- private _beta;
50
- private _zoom;
51
- private _formuparam;
52
- private _stepsize;
53
- private _tile;
54
- private _brightness;
55
- private _darkmatter;
56
- private _distfading;
57
- private _saturation;
58
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
59
- updateShaderUniforms(): void;
60
- get time(): number;
61
- set time(value: number);
62
- get alpha(): number;
63
- set alpha(value: number);
64
- get beta(): number;
65
- set beta(value: number);
66
- get formuparam(): number;
67
- set formuparam(value: number);
68
- get stepsize(): number;
69
- set stepsize(value: number);
70
- get zoom(): number;
71
- set zoom(value: number);
72
- get tile(): number;
73
- set tile(value: number);
74
- get brightness(): number;
75
- set brightness(value: number);
76
- get darkmatter(): number;
77
- set darkmatter(value: number);
78
- get distfading(): number;
79
- set distfading(value: number);
80
- get saturation(): number;
81
- set saturation(value: number);
82
- /**
83
- * Serializes this starfield procedural texture
84
- * @returns a serialized starfield procedural texture object
85
- */
86
- serialize(): any;
87
- /**
88
- * Creates a Starfield Procedural Texture from parsed startfield procedural texture data
89
- * @param parsedTexture defines parsed texture data
90
- * @param scene defines the current scene
91
- * @param rootUrl defines the root URL containing startfield procedural texture information
92
- * @returns a parsed Starfield Procedural Texture
93
- */
94
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture;
95
- }
96
-
97
-
98
-
99
-
100
- /** @internal */
101
- export var roadProceduralTexturePixelShader: {
102
- name: string;
103
- shader: string;
104
- };
105
-
106
-
107
- export class RoadProceduralTexture extends ProceduralTexture {
108
- private _roadColor;
109
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
110
- updateShaderUniforms(): void;
111
- get roadColor(): Color3;
112
- set roadColor(value: Color3);
113
- /**
114
- * Serializes this road procedural texture
115
- * @returns a serialized road procedural texture object
116
- */
117
- serialize(): any;
118
- /**
119
- * Creates a Road Procedural Texture from parsed road procedural texture data
120
- * @param parsedTexture defines parsed texture data
121
- * @param scene defines the current scene
122
- * @param rootUrl defines the root URL containing road procedural texture information
123
- * @returns a parsed Road Procedural Texture
124
- */
125
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): RoadProceduralTexture;
126
- }
127
-
128
-
129
-
130
-
131
- /** @internal */
132
- export var perlinNoiseProceduralTexturePixelShader: {
133
- name: string;
134
- shader: string;
135
- };
136
-
137
-
138
- export class PerlinNoiseProceduralTexture extends ProceduralTexture {
139
- time: number;
140
- timeScale: number;
141
- translationSpeed: number;
142
- private _currentTranslation;
143
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
144
- updateShaderUniforms(): void;
145
- render(useCameraPostProcess?: boolean): void;
146
- resize(size: any, generateMipMaps: any): void;
147
- /**
148
- * Serializes this perlin noise procedural texture
149
- * @returns a serialized perlin noise procedural texture object
150
- */
151
- serialize(): any;
152
- /**
153
- * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data
154
- * @param parsedTexture defines parsed texture data
155
- * @param scene defines the current scene
156
- * @param rootUrl defines the root URL containing perlin noise procedural texture information
157
- * @returns a parsed Perlin Noise Procedural Texture
158
- */
159
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture;
160
- }
161
-
162
-
163
-
164
-
165
- /** @internal */
166
- export var normalMapProceduralTexturePixelShader: {
167
- name: string;
168
- shader: string;
169
- };
170
-
171
-
172
- export class NormalMapProceduralTexture extends ProceduralTexture {
173
- private _baseTexture;
174
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
175
- updateShaderUniforms(): void;
176
- render(useCameraPostProcess?: boolean): void;
177
- resize(size: any, generateMipMaps: any): void;
178
- isReady(): boolean;
179
- get baseTexture(): Texture;
180
- set baseTexture(texture: Texture);
181
- /**
182
- * Serializes this normal map procedural texture
183
- * @returns a serialized normal map procedural texture object
184
- */
185
- serialize(): any;
186
- /**
187
- * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data
188
- * @param parsedTexture defines parsed texture data
189
- * @param scene defines the current scene
190
- * @param rootUrl defines the root URL containing normal map procedural texture information
191
- * @returns a parsed Normal Map Procedural Texture
192
- */
193
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture;
194
- }
195
-
196
-
197
-
198
-
199
- /** @internal */
200
- export var marbleProceduralTexturePixelShader: {
201
- name: string;
202
- shader: string;
203
- };
204
-
205
-
206
- export class MarbleProceduralTexture extends ProceduralTexture {
207
- private _numberOfTilesHeight;
208
- private _numberOfTilesWidth;
209
- private _amplitude;
210
- private _jointColor;
211
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
212
- updateShaderUniforms(): void;
213
- get numberOfTilesHeight(): number;
214
- set numberOfTilesHeight(value: number);
215
- get amplitude(): number;
216
- set amplitude(value: number);
217
- get numberOfTilesWidth(): number;
218
- set numberOfTilesWidth(value: number);
219
- get jointColor(): Color3;
220
- set jointColor(value: Color3);
221
- /**
222
- * Serializes this marble procedural texture
223
- * @returns a serialized marble procedural texture object
224
- */
225
- serialize(): any;
226
- /**
227
- * Creates a Marble Procedural Texture from parsed marble procedural texture data
228
- * @param parsedTexture defines parsed texture data
229
- * @param scene defines the current scene
230
- * @param rootUrl defines the root URL containing marble procedural texture information
231
- * @returns a parsed Marble Procedural Texture
232
- */
233
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): MarbleProceduralTexture;
234
- }
235
-
236
-
237
-
238
-
239
-
240
-
241
- /** @internal */
242
- export var grassProceduralTexturePixelShader: {
243
- name: string;
244
- shader: string;
245
- };
246
-
247
-
248
- export class GrassProceduralTexture extends ProceduralTexture {
249
- private _grassColors;
250
- private _groundColor;
251
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
252
- updateShaderUniforms(): void;
253
- get grassColors(): Color3[];
254
- set grassColors(value: Color3[]);
255
- get groundColor(): Color3;
256
- set groundColor(value: Color3);
257
- /**
258
- * Serializes this grass procedural texture
259
- * @returns a serialized grass procedural texture object
260
- */
261
- serialize(): any;
262
- /**
263
- * Creates a Grass Procedural Texture from parsed grass procedural texture data
264
- * @param parsedTexture defines parsed texture data
265
- * @param scene defines the current scene
266
- * @param rootUrl defines the root URL containing grass procedural texture information
267
- * @returns a parsed Grass Procedural Texture
268
- */
269
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture;
270
- }
271
-
272
-
273
-
274
-
275
- /** @internal */
276
- export var fireProceduralTexturePixelShader: {
277
- name: string;
278
- shader: string;
279
- };
280
-
281
-
282
- export class FireProceduralTexture extends ProceduralTexture {
283
- private _time;
284
- private _speed;
285
- private _autoGenerateTime;
286
- private _fireColors;
287
- private _alphaThreshold;
288
- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
289
- updateShaderUniforms(): void;
290
- render(useCameraPostProcess?: boolean): void;
291
- static get PurpleFireColors(): Color3[];
292
- static get GreenFireColors(): Color3[];
293
- static get RedFireColors(): Color3[];
294
- static get BlueFireColors(): Color3[];
295
- get autoGenerateTime(): boolean;
296
- set autoGenerateTime(value: boolean);
297
- get fireColors(): Color3[];
298
- set fireColors(value: Color3[]);
299
- get time(): number;
300
- set time(value: number);
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- get speed(): Vector2;
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- set speed(value: Vector2);
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- get alphaThreshold(): number;
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- set alphaThreshold(value: number);
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- /**
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- * Serializes this fire procedural texture
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- * @returns a serialized fire procedural texture object
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- */
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- serialize(): any;
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- /**
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- * Creates a Fire Procedural Texture from parsed fire 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 fire procedural texture information
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- * @returns a parsed Fire Procedural Texture
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- */
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- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture;
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- }
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-
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- /** @internal */
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- export var cloudProceduralTexturePixelShader: {
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- name: string;
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- shader: string;
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- };
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-
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- export class CloudProceduralTexture extends ProceduralTexture {
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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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- constructor(name: string, size: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
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- updateShaderUniforms(): void;
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- get skyColor(): Color4;
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- set skyColor(value: Color4);
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- get cloudColor(): Color4;
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- set cloudColor(value: Color4);
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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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- /**
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- * Serializes this cloud procedural texture
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- * @returns a serialized cloud procedural texture object
348
- */
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- serialize(): any;
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- /**
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- * Creates a Cloud Procedural Texture from parsed cloud 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 cloud procedural texture information
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- * @returns a parsed Cloud Procedural Texture
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- */
357
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture;
358
- }
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-
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-
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-
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-
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- /** @internal */
364
- export var brickProceduralTexturePixelShader: {
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- name: string;
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- shader: string;
367
- };
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-
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-
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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;
384
- set brickColor(value: Color3);
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- /**
386
- * Serializes this brick procedural texture
387
- * @returns a serialized brick procedural texture object
388
- */
389
- serialize(): any;
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- /**
391
- * 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
395
- * @returns a parsed Brick Procedural Texture
396
- */
397
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture;
398
- }
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  }
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