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Contents
o: ActiveSupport::Cache::Entry :@compressedF:@expires_in0:@created_atf1362249882.868982:@value"�{I" class:EFI"BundledAsset;FI"logical_path;FI")Shaders/Materials/AsphaltMaterial.js;TI" pathname;FI"Z/Users/bogumil/www/cesium/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js;TI"content_type;FI"application/javascript;FI" mtime;FI"2013-02-24T17:37:41+01:00;FI"length;Fi�I"digest;F"%cf25d58e543fddf908c792a86a2da162I"source;FI"�// This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "uniform vec4 asphaltColor;\n\ uniform float bumpSize;\n\ uniform float roughness;\n\ \n\ czm_material czm_getMaterial(czm_materialInput materialInput)\n\ {\n\ czm_material material = czm_getDefaultMaterial(materialInput);\n\ \n\ // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights\n\ //Main cellular pattern\n\ vec4 color = asphaltColor;\n\ vec2 st = materialInput.st;\n\ vec2 F = czm_cellular(st / bumpSize);\n\ color.rgb -= (F.x / F.y) * 0.1;\n\ \n\ //Extra bumps for roughness\n\ float noise = czm_snoise(st / bumpSize);\n\ noise = pow(noise, 5.0) * roughness;\n\ color.rgb += noise;\n\ \n\ material.diffuse = color.rgb;\n\ material.alpha = color.a;\n\ \n\ return material;\n\ }\n\ "; }); ;FI"required_assets_digest;F"%32d1978288cad1fbf46d874d5b9faf5dI" _version;F"%6776f581a4329e299531e1d52aa59832
Version data entries
4 entries across 4 versions & 1 rubygems