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Copy pathbabylon.woodProceduralTexture.min.js
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babylon.woodProceduralTexture.min.js
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var BABYLON;!(function(o){var e=(function(e){function n(n,t,r,a,i){var d=e.call(this,n,t,"woodProceduralTexture",r,a,i)||this;return d._ampScale=100,d._woodColor=new o.Color3(.32,.17,.09),d.updateShaderUniforms(),d}return __extends(n,e),n.prototype.updateShaderUniforms=function(){this.setFloat("ampScale",this._ampScale),this.setColor3("woodColor",this._woodColor)},Object.defineProperty(n.prototype,"ampScale",{get:function(){return this._ampScale},set:function(o){this._ampScale=o,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"woodColor",{get:function(){return this._woodColor},set:function(o){this._woodColor=o,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),n})(o.ProceduralTexture);o.WoodProceduralTexture=e})(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.woodProceduralTexturePixelShader="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}";