var __extends = (this && this.__extends) || function (d, b) {
    for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
    function __() { this.constructor = d; }
    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
var BABYLON;
(function (BABYLON) {
    var WoodProceduralTexture = (function (_super) {
        __extends(WoodProceduralTexture, _super);
        function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
            var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
            _this._ampScale = 100.0;
            _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
            _this.updateShaderUniforms();
            return _this;
        }
        WoodProceduralTexture.prototype.updateShaderUniforms = function () {
            this.setFloat("ampScale", this._ampScale);
            this.setColor3("woodColor", this._woodColor);
        };
        Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
            get: function () {
                return this._ampScale;
            },
            set: function (value) {
                this._ampScale = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
            get: function () {
                return this._woodColor;
            },
            set: function (value) {
                this._woodColor = value;
                this.updateShaderUniforms();
            },
            enumerable: true,
            configurable: true
        });
        return WoodProceduralTexture;
    }(BABYLON.ProceduralTexture));
    BABYLON.WoodProceduralTexture = WoodProceduralTexture;
})(BABYLON || (BABYLON = {}));

//# sourceMappingURL=babylon.woodProceduralTexture.js.map

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}";
