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- +1 −14 proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.js
- +1 −1 proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.min.js
- +0 −11 proceduralTexturesLibrary/proceduralTextures/marble/babylon.marbleProceduralTexture.ts
- +84 −84 proceduralTexturesLibrary/proceduralTextures/marble/marbleProceduralTexture.fragment.fx
- +75 −28 proceduralTexturesLibrary/test/index.html
15
proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.js
2
proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.min.js
@@ -1 +1 @@ | ||
-var BABYLON;!function(r){var e=function(e){function n(n,t,i,o,l){e.call(this,n,t,"marbleProceduralTexture",i,o,l),this._numberOfTilesHeight=3,this._numberOfTilesWidth=3,this._amplitude=9,this._marbleColor=new r.Color3(.77,.47,.4),this._jointColor=new r.Color3(.72,.72,.72),this.updateShaderUniforms()}return __extends(n,e),n.prototype.updateShaderUniforms=function(){this.setFloat("numberOfTilesHeight",this._numberOfTilesHeight),this.setFloat("numberOfTilesWidth",this._numberOfTilesWidth),this.setFloat("amplitude",this._amplitude),this.setColor3("marbleColor",this._marbleColor),this.setColor3("jointColor",this._jointColor)},Object.defineProperty(n.prototype,"numberOfTilesHeight",{get:function(){return this._numberOfTilesHeight},set:function(r){this._numberOfTilesHeight=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"amplitude",{get:function(){return this._amplitude},set:function(r){this._amplitude=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"numberOfTilesWidth",{get:function(){return this._numberOfTilesWidth},set:function(r){this._numberOfTilesWidth=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"jointColor",{get:function(){return this._jointColor},set:function(r){this._jointColor=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"marbleColor",{get:function(){return this._marbleColor},set:function(r){this._marbleColor=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),n}(r.ProceduralTexture);r.MarbleProceduralTexture=e}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.marbleProceduralTexturePixelShader="precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\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);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n float val = 0.0;\r\n float freq = 1.0;\r\n for (int i = 0; i < 4; i++)\r\n {\r\n val += abs(noise(P*freq) / freq);\r\n freq *= 2.07;\r\n }\r\n return val;\r\n}\r\n\r\nfloat round(float number){\r\n return sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n vec3 col;\r\n x = 0.5*(x + 1.);\r\n x = sqrt(x); \r\n x = sqrt(x);\r\n x = sqrt(x);\r\n col = vec3(.2 + .75*x); \r\n col.b *= 0.95; \r\n return col;\r\n}\r\n\r\nvoid main()\r\n{\r\n float brickW = 1.0 / numberOfTilesWidth;\r\n float brickH = 1.0 / numberOfTilesHeight;\r\n float jointWPercentage = 0.01;\r\n float jointHPercentage = 0.01;\r\n vec3 color = brickColor;\r\n float yi = vUV.y / brickH;\r\n float nyi = round(yi);\r\n float xi = vUV.x / brickW;\r\n\r\n if (mod(floor(yi), 2.0) == 0.0){\r\n xi = xi - 0.5;\r\n }\r\n\r\n float nxi = round(xi);\r\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n }\r\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n }\r\n else {\r\n float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n t += amplitude * turbulence(brickvUV.xy);\r\n t = sin(t);\r\n color = marble_color(t);\r\n }\r\n\r\n gl_FragColor = vec4(color, 0.0);\r\n}"; | ||
+var BABYLON;!function(r){var n=function(n){function e(e,t,i,o,l){n.call(this,e,t,"marbleProceduralTexture",i,o,l),this._numberOfTilesHeight=3,this._numberOfTilesWidth=3,this._amplitude=9,this._jointColor=new r.Color3(.72,.72,.72),this.updateShaderUniforms()}return __extends(e,n),e.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(e.prototype,"numberOfTilesHeight",{get:function(){return this._numberOfTilesHeight},set:function(r){this._numberOfTilesHeight=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"amplitude",{get:function(){return this._amplitude},set:function(r){this._amplitude=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"numberOfTilesWidth",{get:function(){return this._numberOfTilesWidth},set:function(r){this._numberOfTilesWidth=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"jointColor",{get:function(){return this._jointColor},set:function(r){this._jointColor=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),e}(r.ProceduralTexture);r.MarbleProceduralTexture=n}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.marbleProceduralTexturePixelShader="precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 marbleColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n const vec2 d = vec2(0.0, 1.0);\r\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\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);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n float val = 0.0;\r\n float freq = 1.0;\r\n for (int i = 0; i < 4; i++)\r\n {\r\n val += abs(noise(P*freq) / freq);\r\n freq *= 2.07;\r\n }\r\n return val;\r\n}\r\n\r\nfloat round(float number){\r\n return sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n vec3 col;\r\n x = 0.5*(x + 1.);\r\n x = sqrt(x); \r\n x = sqrt(x);\r\n x = sqrt(x);\r\n col = vec3(.2 + .75*x); \r\n col.b *= 0.95; \r\n return col;\r\n}\r\n\r\nvoid main()\r\n{\r\n float brickW = 1.0 / numberOfTilesWidth;\r\n float brickH = 1.0 / numberOfTilesHeight;\r\n float jointWPercentage = 0.01;\r\n float jointHPercentage = 0.01;\r\n vec3 color = marbleColor;\r\n float yi = vUV.y / brickH;\r\n float nyi = round(yi);\r\n float xi = vUV.x / brickW;\r\n\r\n if (mod(floor(yi), 2.0) == 0.0){\r\n xi = xi - 0.5;\r\n }\r\n\r\n float nxi = round(xi);\r\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n }\r\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n }\r\n else {\r\n float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n t += amplitude * turbulence(brickvUV.xy);\r\n t = sin(t);\r\n color = marble_color(t);\r\n }\r\n\r\n gl_FragColor = vec4(color, 0.0);\r\n}"; |
11
proceduralTexturesLibrary/proceduralTextures/marble/babylon.marbleProceduralTexture.ts
168
proceduralTexturesLibrary/proceduralTextures/marble/marbleProceduralTexture.fragment.fx
@@ -1,85 +1,85 @@ | ||
-precision highp float; | ||
- | ||
-varying vec2 vPosition; | ||
-varying vec2 vUV; | ||
- | ||
-uniform float numberOfTilesHeight; | ||
-uniform float numberOfTilesWidth; | ||
-uniform float amplitude; | ||
-uniform vec3 brickColor; | ||
-uniform vec3 jointColor; | ||
- | ||
-const vec3 tileSize = vec3(1.1, 1.0, 1.1); | ||
-const vec3 tilePct = vec3(0.98, 1.0, 0.98); | ||
- | ||
-float rand(vec2 n) { | ||
- return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | ||
-} | ||
- | ||
-float 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); | ||
-} | ||
- | ||
-float turbulence(vec2 P) | ||
-{ | ||
- float val = 0.0; | ||
- float freq = 1.0; | ||
- for (int i = 0; i < 4; i++) | ||
- { | ||
- val += abs(noise(P*freq) / freq); | ||
- freq *= 2.07; | ||
- } | ||
- return val; | ||
-} | ||
- | ||
-float round(float number){ | ||
- return sign(number)*floor(abs(number) + 0.5); | ||
-} | ||
- | ||
-vec3 marble_color(float x) | ||
-{ | ||
- vec3 col; | ||
- x = 0.5*(x + 1.); | ||
- x = sqrt(x); | ||
- x = sqrt(x); | ||
- x = sqrt(x); | ||
- col = vec3(.2 + .75*x); | ||
- col.b *= 0.95; | ||
- return col; | ||
-} | ||
- | ||
-void main() | ||
-{ | ||
- float brickW = 1.0 / numberOfTilesWidth; | ||
- float brickH = 1.0 / numberOfTilesHeight; | ||
- float jointWPercentage = 0.01; | ||
- float jointHPercentage = 0.01; | ||
- vec3 color = brickColor; | ||
- float yi = vUV.y / brickH; | ||
- float nyi = round(yi); | ||
- float xi = vUV.x / brickW; | ||
- | ||
- if (mod(floor(yi), 2.0) == 0.0){ | ||
- xi = xi - 0.5; | ||
- } | ||
- | ||
- float nxi = round(xi); | ||
- vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW); | ||
- | ||
- if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){ | ||
- color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2); | ||
- } | ||
- else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){ | ||
- color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2); | ||
- } | ||
- else { | ||
- float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0)); | ||
- t += amplitude * turbulence(brickvUV.xy); | ||
- t = sin(t); | ||
- color = marble_color(t); | ||
- } | ||
- | ||
- gl_FragColor = vec4(color, 0.0); | ||
+precision highp float; | ||
+ | ||
+varying vec2 vPosition; | ||
+varying vec2 vUV; | ||
+ | ||
+uniform float numberOfTilesHeight; | ||
+uniform float numberOfTilesWidth; | ||
+uniform float amplitude; | ||
+uniform vec3 marbleColor; | ||
+uniform vec3 jointColor; | ||
+ | ||
+const vec3 tileSize = vec3(1.1, 1.0, 1.1); | ||
+const vec3 tilePct = vec3(0.98, 1.0, 0.98); | ||
+ | ||
+float rand(vec2 n) { | ||
+ return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | ||
+} | ||
+ | ||
+float 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); | ||
+} | ||
+ | ||
+float turbulence(vec2 P) | ||
+{ | ||
+ float val = 0.0; | ||
+ float freq = 1.0; | ||
+ for (int i = 0; i < 4; i++) | ||
+ { | ||
+ val += abs(noise(P*freq) / freq); | ||
+ freq *= 2.07; | ||
+ } | ||
+ return val; | ||
+} | ||
+ | ||
+float round(float number){ | ||
+ return sign(number)*floor(abs(number) + 0.5); | ||
+} | ||
+ | ||
+vec3 marble_color(float x) | ||
+{ | ||
+ vec3 col; | ||
+ x = 0.5*(x + 1.); | ||
+ x = sqrt(x); | ||
+ x = sqrt(x); | ||
+ x = sqrt(x); | ||
+ col = vec3(.2 + .75*x); | ||
+ col.b *= 0.95; | ||
+ return col; | ||
+} | ||
+ | ||
+void main() | ||
+{ | ||
+ float brickW = 1.0 / numberOfTilesWidth; | ||
+ float brickH = 1.0 / numberOfTilesHeight; | ||
+ float jointWPercentage = 0.01; | ||
+ float jointHPercentage = 0.01; | ||
+ vec3 color = marbleColor; | ||
+ float yi = vUV.y / brickH; | ||
+ float nyi = round(yi); | ||
+ float xi = vUV.x / brickW; | ||
+ | ||
+ if (mod(floor(yi), 2.0) == 0.0){ | ||
+ xi = xi - 0.5; | ||
+ } | ||
+ | ||
+ float nxi = round(xi); | ||
+ vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW); | ||
+ | ||
+ if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){ | ||
+ color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2); | ||
+ } | ||
+ else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){ | ||
+ color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2); | ||
+ } | ||
+ else { | ||
+ float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0)); | ||
+ t += amplitude * turbulence(brickvUV.xy); | ||
+ t = sin(t); | ||
+ color = marble_color(t); | ||
+ } | ||
+ | ||
+ gl_FragColor = vec4(color, 0.0); | ||
} |
103
proceduralTexturesLibrary/test/index.html
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