app/assets/javascripts/Shaders/Materials/GrassMaterial.js in cesium-0.17.0 vs app/assets/javascripts/Shaders/Materials/GrassMaterial.js in cesium-0.18.0
- old
+ new
@@ -3,31 +3,24 @@
define(function() {
"use strict";
return "uniform vec4 grassColor;\n\
uniform vec4 dirtColor;\n\
uniform float patchiness;\n\
-\n\
czm_material czm_getMaterial(czm_materialInput materialInput)\n\
{\n\
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
- \n\
- vec2 st = materialInput.st;\n\
- float noise1 = (czm_snoise(st * patchiness * 1.0)) * 1.0;\n\
- float noise2 = (czm_snoise(st * patchiness * 2.0)) * 0.5;\n\
- float noise3 = (czm_snoise(st * patchiness * 4.0)) * 0.25;\n\
- float noise = sin(noise1 + noise2 + noise3) * 0.1;\n\
- \n\
- vec4 color = mix(grassColor, dirtColor, noise);\n\
- \n\
- //Make thatch patterns\n\
- float verticalNoise = czm_snoise(vec2(st.x * 100.0, st.y * 20.0)) * 0.02;\n\
- float horizontalNoise = czm_snoise(vec2(st.x * 20.0, st.y * 100.0)) * 0.02;\n\
- float stripeNoise = min(verticalNoise, horizontalNoise);\n\
- \n\
- color.rgb += stripeNoise;\n\
- \n\
- material.diffuse = color.rgb;\n\
- material.alpha = color.a;\n\
- \n\
- return material;\n\
-}";
+czm_material material = czm_getDefaultMaterial(materialInput);\n\
+vec2 st = materialInput.st;\n\
+float noise1 = (czm_snoise(st * patchiness * 1.0)) * 1.0;\n\
+float noise2 = (czm_snoise(st * patchiness * 2.0)) * 0.5;\n\
+float noise3 = (czm_snoise(st * patchiness * 4.0)) * 0.25;\n\
+float noise = sin(noise1 + noise2 + noise3) * 0.1;\n\
+vec4 color = mix(grassColor, dirtColor, noise);\n\
+float verticalNoise = czm_snoise(vec2(st.x * 100.0, st.y * 20.0)) * 0.02;\n\
+float horizontalNoise = czm_snoise(vec2(st.x * 20.0, st.y * 100.0)) * 0.02;\n\
+float stripeNoise = min(verticalNoise, horizontalNoise);\n\
+color.rgb += stripeNoise;\n\
+material.diffuse = color.rgb;\n\
+material.alpha = color.a;\n\
+return material;\n\
+}\n\
+";
});
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