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\ +"; }); \ No newline at end of file