text: var BABYLON = BABYLON || (typeof require !== 'undefined' && require("babylonjs"));
  var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  return c > 3 && r && Object.defineProperty(target, key, r), r;
  };
  var __extends = (this && this.__extends) || (function () {
              var extendStatics = Object.setPrototypeOf ||
                  ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
                  function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
              return function (d, b) {
                  extendStatics(d, b);
                  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}";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var FireProceduralTexture = (function (_super) {
          __extends(FireProceduralTexture, _super);
          function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this._time = 0.0;
              _this._speed = new BABYLON.Vector2(0.5, 0.3);
              _this._autoGenerateTime = true;
              _this._alphaThreshold = 0.5;
              _this._fireColors = FireProceduralTexture.RedFireColors;
              _this.updateShaderUniforms();
              return _this;
          }
          FireProceduralTexture.prototype.updateShaderUniforms = function () {
              this.setFloat("time", this._time);
              this.setVector2("speed", this._speed);
              this.setColor3("c1", this._fireColors[0]);
              this.setColor3("c2", this._fireColors[1]);
              this.setColor3("c3", this._fireColors[2]);
              this.setColor3("c4", this._fireColors[3]);
              this.setColor3("c5", this._fireColors[4]);
              this.setColor3("c6", this._fireColors[5]);
              this.setFloat("alphaThreshold", this._alphaThreshold);
          };
          FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
              if (this._autoGenerateTime) {
                  this._time += this.getScene().getAnimationRatio() * 0.03;
                  this.updateShaderUniforms();
              }
              _super.prototype.render.call(this, useCameraPostProcess);
          };
          Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
              get: function () {
                  return [
                      new BABYLON.Color3(0.5, 0.0, 1.0),
                      new BABYLON.Color3(0.9, 0.0, 1.0),
                      new BABYLON.Color3(0.2, 0.0, 1.0),
                      new BABYLON.Color3(1.0, 0.9, 1.0),
                      new BABYLON.Color3(0.1, 0.1, 1.0),
                      new BABYLON.Color3(0.9, 0.9, 1.0)
                  ];
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
              get: function () {
                  return [
                      new BABYLON.Color3(0.5, 1.0, 0.0),
                      new BABYLON.Color3(0.5, 1.0, 0.0),
                      new BABYLON.Color3(0.3, 0.4, 0.0),
                      new BABYLON.Color3(0.5, 1.0, 0.0),
                      new BABYLON.Color3(0.2, 0.0, 0.0),
                      new BABYLON.Color3(0.5, 1.0, 0.0)
                  ];
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(FireProceduralTexture, "RedFireColors", {
              get: function () {
                  return [
                      new BABYLON.Color3(0.5, 0.0, 0.1),
                      new BABYLON.Color3(0.9, 0.0, 0.0),
                      new BABYLON.Color3(0.2, 0.0, 0.0),
                      new BABYLON.Color3(1.0, 0.9, 0.0),
                      new BABYLON.Color3(0.1, 0.1, 0.1),
                      new BABYLON.Color3(0.9, 0.9, 0.9)
                  ];
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
              get: function () {
                  return [
                      new BABYLON.Color3(0.1, 0.0, 0.5),
                      new BABYLON.Color3(0.0, 0.0, 0.5),
                      new BABYLON.Color3(0.1, 0.0, 0.2),
                      new BABYLON.Color3(0.0, 0.0, 1.0),
                      new BABYLON.Color3(0.1, 0.2, 0.3),
                      new BABYLON.Color3(0.0, 0.2, 0.9)
                  ];
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
              get: function () {
                  return this._fireColors;
              },
              set: function (value) {
                  this._fireColors = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(FireProceduralTexture.prototype, "time", {
              get: function () {
                  return this._time;
              },
              set: function (value) {
                  this._time = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(FireProceduralTexture.prototype, "speed", {
              get: function () {
                  return this._speed;
              },
              set: function (value) {
                  this._speed = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
              get: function () {
                  return this._alphaThreshold;
              },
              set: function (value) {
                  this._alphaThreshold = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          return FireProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.FireProceduralTexture = FireProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.fireProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['fireProceduralTexturePixelShader'] = "precision highp float;\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\nvarying vec2 vUV;\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() {\nvec2 p=vUV*8.0;\nfloat q=fbm(p-time*0.1);\nvec2 r=vec2(fbm(p+q+time*speed.x-p.x-p.y),fbm(p+q-time*speed.y));\nvec3 c=mix(c1,c2,fbm(p+r))+mix(c3,c4,r.x)-mix(c5,c6,r.y);\nvec3 color=c*cos(shift*vUV.y);\nfloat luminance=dot(color.rgb,vec3(0.3,0.59,0.11));\ngl_FragColor=vec4(color,luminance*alphaThreshold+(1.0-alphaThreshold));\n}";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var CloudProceduralTexture = (function (_super) {
          __extends(CloudProceduralTexture, _super);
          function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
              _this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
              _this.updateShaderUniforms();
              return _this;
          }
          CloudProceduralTexture.prototype.updateShaderUniforms = function () {
              this.setColor4("skyColor", this._skyColor);
              this.setColor4("cloudColor", this._cloudColor);
          };
          Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
              get: function () {
                  return this._skyColor;
              },
              set: function (value) {
                  this._skyColor = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
              get: function () {
                  return this._cloudColor;
              },
              set: function (value) {
                  this._cloudColor = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          return CloudProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.cloudProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['cloudProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vUV;\nuniform vec4 skyColor;\nuniform vec4 cloudColor;\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() {\nvec2 p=vUV*12.0;\nvec4 c=mix(skyColor,cloudColor,fbm(p));\ngl_FragColor=c;\n}\n";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var GrassProceduralTexture = (function (_super) {
          __extends(GrassProceduralTexture, _super);
          function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
              _this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
              _this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
              _this._groundColor = new BABYLON.Color3(1, 1, 1);
              _this._grassColors = [
                  new BABYLON.Color3(0.29, 0.38, 0.02),
                  new BABYLON.Color3(0.36, 0.49, 0.09),
                  new BABYLON.Color3(0.51, 0.6, 0.28)
              ];
              _this.updateShaderUniforms();
              return _this;
          }
          GrassProceduralTexture.prototype.updateShaderUniforms = function () {
              this.setColor3("herb1Color", this._grassColors[0]);
              this.setColor3("herb2Color", this._grassColors[1]);
              this.setColor3("herb3Color", this._grassColors[2]);
              this.setColor3("groundColor", this._groundColor);
          };
          Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
              get: function () {
                  return this._grassColors;
              },
              set: function (value) {
                  this._grassColors = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
              get: function () {
                  return this._groundColor;
              },
              set: function (value) {
                  this.groundColor = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          return GrassProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.grassProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['grassProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\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) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var RoadProceduralTexture = (function (_super) {
          __extends(RoadProceduralTexture, _super);
          function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
              _this.updateShaderUniforms();
              return _this;
          }
          RoadProceduralTexture.prototype.updateShaderUniforms = function () {
              this.setColor3("roadColor", this._roadColor);
          };
          Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
              get: function () {
                  return this._roadColor;
              },
              set: function (value) {
                  this._roadColor = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          return RoadProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.roadProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['roadProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vUV; \nuniform vec3 roadColor;\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(gl_FragCoord.y*100.0 ,fbm(vUV*2.0));\nvec3 color=roadColor*ratioy;\ngl_FragColor=vec4(color,1.0);\n}";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var BrickProceduralTexture = (function (_super) {
          __extends(BrickProceduralTexture, _super);
          function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this._numberOfBricksHeight = 15;
              _this._numberOfBricksWidth = 5;
              _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
              _this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
              _this.updateShaderUniforms();
              return _this;
          }
          BrickProceduralTexture.prototype.updateShaderUniforms = function () {
              this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
              this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
              this.setColor3("brickColor", this._brickColor);
              this.setColor3("jointColor", this._jointColor);
          };
          Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
              get: function () {
                  return this._numberOfBricksHeight;
              },
              set: function (value) {
                  this._numberOfBricksHeight = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
              get: function () {
                  return this._numberOfBricksWidth;
              },
              set: function (value) {
                  this._numberOfBricksWidth = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
              get: function () {
                  return this._jointColor;
              },
              set: function (value) {
                  this._jointColor = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
              get: function () {
                  return this._brickColor;
              },
              set: function (value) {
                  this._brickColor = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          return BrickProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.brickProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['brickProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\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}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var MarbleProceduralTexture = (function (_super) {
          __extends(MarbleProceduralTexture, _super);
          function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this._numberOfTilesHeight = 3;
              _this._numberOfTilesWidth = 3;
              _this._amplitude = 9.0;
              _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
              _this.updateShaderUniforms();
              return _this;
          }
          MarbleProceduralTexture.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(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
              get: function () {
                  return this._numberOfTilesHeight;
              },
              set: function (value) {
                  this._numberOfTilesHeight = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(MarbleProceduralTexture.prototype, "amplitude", {
              get: function () {
                  return this._amplitude;
              },
              set: function (value) {
                  this._amplitude = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
              get: function () {
                  return this._numberOfTilesWidth;
              },
              set: function (value) {
                  this._numberOfTilesWidth = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
              get: function () {
                  return this._jointColor;
              },
              set: function (value) {
                  this._jointColor = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          return MarbleProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.marbleProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['marbleProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 marbleColor;\nuniform vec3 jointColor;\nconst vec3 tileSize=vec3(1.1,1.0,1.1);\nconst vec3 tilePct=vec3(0.98,1.0,0.98);\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 turbulence(vec2 P)\n{\nfloat val=0.0;\nfloat freq=1.0;\nfor (int i=0; i<4; i++)\n{\nval+=abs(noise(P*freq)/freq);\nfreq*=2.07;\n}\nreturn val;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvec3 marble_color(float x)\n{\nvec3 col;\nx=0.5*(x+1.);\nx=sqrt(x); \nx=sqrt(x);\nx=sqrt(x);\ncol=vec3(.2+.75*x); \ncol.b*=0.95; \nreturn col;\n}\nvoid main()\n{\nfloat brickW=1.0/numberOfTilesWidth;\nfloat brickH=1.0/numberOfTilesHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.01;\nvec3 color=marbleColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yi<nyi+jointHPercentage && yi>nyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xi<nxi+jointWPercentage && xi>nxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat t=6.28*brickvUV.x/(tileSize.x+noise(vec2(vUV)*6.0));\nt+=amplitude*turbulence(brickvUV.xy);\nt=sin(t);\ncolor=marble_color(t);\n}\ngl_FragColor=vec4(color,0.0);\n}";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var StarfieldProceduralTexture = (function (_super) {
          __extends(StarfieldProceduralTexture, _super);
          function StarfieldProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "starfieldProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this._time = 1;
              _this._alpha = 0.5;
              _this._beta = 0.8;
              _this._zoom = 0.8;
              _this._formuparam = 0.53;
              _this._stepsize = 0.1;
              _this._tile = 0.850;
              _this._brightness = 0.0015;
              _this._darkmatter = 0.400;
              _this._distfading = 0.730;
              _this._saturation = 0.850;
              _this.updateShaderUniforms();
              return _this;
          }
          StarfieldProceduralTexture.prototype.updateShaderUniforms = function () {
              this.setFloat("time", this._time);
              this.setFloat("alpha", this._alpha);
              this.setFloat("beta", this._beta);
              this.setFloat("zoom", this._zoom);
              this.setFloat("formuparam", this._formuparam);
              this.setFloat("stepsize", this._stepsize);
              this.setFloat("tile", this._tile);
              this.setFloat("brightness", this._brightness);
              this.setFloat("darkmatter", this._darkmatter);
              this.setFloat("distfading", this._distfading);
              this.setFloat("saturation", this._saturation);
          };
          Object.defineProperty(StarfieldProceduralTexture.prototype, "time", {
              get: function () {
                  return this._time;
              },
              set: function (value) {
                  this._time = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "alpha", {
              get: function () {
                  return this._alpha;
              },
              set: function (value) {
                  this._alpha = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "beta", {
              get: function () {
                  return this._beta;
              },
              set: function (value) {
                  this._beta = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "formuparam", {
              get: function () {
                  return this._formuparam;
              },
              set: function (value) {
                  this._formuparam = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "stepsize", {
              get: function () {
                  return this._stepsize;
              },
              set: function (value) {
                  this._stepsize = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "zoom", {
              get: function () {
                  return this._zoom;
              },
              set: function (value) {
                  this._zoom = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "tile", {
              get: function () {
                  return this._tile;
              },
              set: function (value) {
                  this._tile = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "brightness", {
              get: function () {
                  return this._brightness;
              },
              set: function (value) {
                  this._brightness = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "darkmatter", {
              get: function () {
                  return this._darkmatter;
              },
              set: function (value) {
                  this._darkmatter = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "distfading", {
              get: function () {
                  return this._distfading;
              },
              set: function (value) {
                  this._distfading = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          Object.defineProperty(StarfieldProceduralTexture.prototype, "saturation", {
              get: function () {
                  return this._saturation;
              },
              set: function (value) {
                  this._saturation = value;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          return StarfieldProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.StarfieldProceduralTexture = StarfieldProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.starfieldProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['starfieldProceduralTexturePixelShader'] = "precision highp float;\n\n#define volsteps 20\n#define iterations 15\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float time;\nuniform float alpha;\nuniform float beta;\nuniform float zoom;\nuniform float formuparam;\nuniform float stepsize;\nuniform float tile;\nuniform float brightness;\nuniform float darkmatter;\nuniform float distfading;\nuniform float saturation;\nvoid main()\n{\nvec3 dir=vec3(vUV*zoom,1.);\nfloat localTime=time*0.0001;\n\nmat2 rot1=mat2(cos(alpha),sin(alpha),-sin(alpha),cos(alpha));\nmat2 rot2=mat2(cos(beta),sin(beta),-sin(beta),cos(beta));\ndir.xz*=rot1;\ndir.xy*=rot2;\nvec3 from=vec3(1.,.5,0.5);\nfrom+=vec3(-2.,localTime*2.,localTime);\nfrom.xz*=rot1;\nfrom.xy*=rot2;\n\nfloat s=0.1,fade=1.;\nvec3 v=vec3(0.);\nfor (int r=0; r<volsteps; r++) {\nvec3 p=from+s*dir*.5;\np=abs(vec3(tile)-mod(p,vec3(tile*2.))); \nfloat pa,a=pa=0.;\nfor (int i=0; i<iterations; i++) {\np=abs(p)/dot(p,p)-formuparam; \na+=abs(length(p)-pa); \npa=length(p);\n}\nfloat dm=max(0.,darkmatter-a*a*.001); \na*=a*a; \nif (r>6) fade*=1.-dm; \n\nv+=fade;\nv+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; \nfade*=distfading; \ns+=stepsize;\n}\nv=mix(vec3(length(v)),v,saturation); \ngl_FragColor=vec4(v*.01,1.);\n}";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var NormalMapProceduralTexture = (function (_super) {
          __extends(NormalMapProceduralTexture, _super);
          function NormalMapProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "normalMapProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this.updateShaderUniforms();
              return _this;
          }
          NormalMapProceduralTexture.prototype.updateShaderUniforms = function () {
              this.setTexture("baseSampler", this._baseTexture);
              this.setFloat("size", this.getRenderSize());
          };
          NormalMapProceduralTexture.prototype.render = function (useCameraPostProcess) {
              _super.prototype.render.call(this, useCameraPostProcess);
          };
          NormalMapProceduralTexture.prototype.resize = function (size, generateMipMaps) {
              _super.prototype.resize.call(this, size, generateMipMaps);
              // We need to update the "size" uniform
              this.updateShaderUniforms();
          };
          Object.defineProperty(NormalMapProceduralTexture.prototype, "baseTexture", {
              get: function () {
                  return this._baseTexture;
              },
              set: function (texture) {
                  this._baseTexture = texture;
                  this.updateShaderUniforms();
              },
              enumerable: true,
              configurable: true
          });
          return NormalMapProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.NormalMapProceduralTexture = NormalMapProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.normalMapProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['normalMapProceduralTexturePixelShader'] = "precision highp float;\n\nuniform sampler2D baseSampler;\nuniform float size;\n\nvarying vec2 vUV;\n\nconst vec3 LUMA_COEFFICIENT=vec3(0.2126,0.7152,0.0722);\nfloat lumaAtCoord(vec2 coord)\n{\nvec3 pixel=texture2D(baseSampler,coord).rgb;\nfloat luma=dot(pixel,LUMA_COEFFICIENT);\nreturn luma;\n}\nvoid main()\n{\nfloat lumaU0=lumaAtCoord(vUV+vec2(-1.0,0.0)/size);\nfloat lumaU1=lumaAtCoord(vUV+vec2( 1.0,0.0)/size);\nfloat lumaV0=lumaAtCoord(vUV+vec2( 0.0,-1.0)/size);\nfloat lumaV1=lumaAtCoord(vUV+vec2( 0.0,1.0)/size);\nvec2 slope=(vec2(lumaU0-lumaU1,lumaV0-lumaV1)+1.0)*0.5;\ngl_FragColor=vec4(slope,1.0,1.0);\n}\n";
  
  
  
  var BABYLON;
  (function (BABYLON) {
      var PerlinNoiseProceduralTexture = (function (_super) {
          __extends(PerlinNoiseProceduralTexture, _super);
          function PerlinNoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
              var _this = _super.call(this, name, size, "perlinNoiseProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
              _this.time = 0.0;
              _this.speed = 1.0;
              _this.translationSpeed = 1.0;
              _this._currentTranslation = 0;
              _this.updateShaderUniforms();
              return _this;
          }
          PerlinNoiseProceduralTexture.prototype.updateShaderUniforms = function () {
              this.setFloat("size", this.getRenderSize());
              var deltaTime = this.getScene().getEngine().getDeltaTime();
              this.time += deltaTime;
              this.setFloat("time", this.time * this.speed / 1000);
              this._currentTranslation += deltaTime * this.translationSpeed / 1000.0;
              this.setFloat("translationSpeed", this._currentTranslation);
          };
          PerlinNoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
              this.updateShaderUniforms();
              _super.prototype.render.call(this, useCameraPostProcess);
          };
          PerlinNoiseProceduralTexture.prototype.resize = function (size, generateMipMaps) {
              _super.prototype.resize.call(this, size, generateMipMaps);
          };
          return PerlinNoiseProceduralTexture;
      }(BABYLON.ProceduralTexture));
      BABYLON.PerlinNoiseProceduralTexture = PerlinNoiseProceduralTexture;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.perlinNoiseProceduralTexture.js.map
  
  BABYLON.Effect.ShadersStore['perlinNoiseProceduralTexturePixelShader'] = "\nprecision highp float;\n\nuniform float size;\nuniform float time;\nuniform float translationSpeed;\n\nvarying vec2 vUV;\n\nfloat r(float n)\n{\nreturn fract(cos(n*89.42)*343.42);\n}\nvec2 r(vec2 n)\n{\nreturn vec2(r(n.x*23.62-300.0+n.y*34.35),r(n.x*45.13+256.0+n.y*38.89)); \n}\nfloat worley(vec2 n,float s)\n{\nfloat dis=1.0;\nfor(int x=-1; x<=1; x++)\n{\nfor(int y=-1; y<=1; y++)\n{\nvec2 p=floor(n/s)+vec2(x,y);\nfloat d=length(r(p)+vec2(x,y)-fract(n/s));\nif (dis>d)\ndis=d;\n}\n}\nreturn 1.0-dis;\n}\nvec3 hash33(vec3 p3)\n{\np3=fract(p3*vec3(0.1031,0.11369,0.13787));\np3+=dot(p3,p3.yxz+19.19);\nreturn -1.0+2.0*fract(vec3((p3.x+p3.y)*p3.z,(p3.x+p3.z)*p3.y,(p3.y+p3.z)*p3.x));\n}\nfloat perlinNoise(vec3 p)\n{\nvec3 pi=floor(p);\nvec3 pf=p-pi;\nvec3 w=pf*pf*(3.0-2.0*pf);\nreturn mix(\nmix(\nmix(\ndot(pf-vec3(0,0,0),hash33(pi+vec3(0,0,0))),\ndot(pf-vec3(1,0,0),hash33(pi+vec3(1,0,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,0,1),hash33(pi+vec3(0,0,1))),\ndot(pf-vec3(1,0,1),hash33(pi+vec3(1,0,1))),\nw.x\n),\nw.z\n),\nmix(\nmix(\ndot(pf-vec3(0,1,0),hash33(pi+vec3(0,1,0))),\ndot(pf-vec3(1,1,0),hash33(pi+vec3(1,1,0))),\nw.x\n),\nmix(\ndot(pf-vec3(0,1,1),hash33(pi+vec3(0,1,1))),\ndot(pf-vec3(1,1,1),hash33(pi+vec3(1,1,1))),\nw.x\n),\nw.z\n),\nw.y\n);\n}\n\nvoid main(void)\n{\nvec2 uv=gl_FragCoord.xy+translationSpeed;\nfloat dis=(\n1.0+perlinNoise(vec3(uv/vec2(size,size),time*0.05)*8.0))\n*(1.0+(worley(uv,32.0)+ 0.5*worley(2.0*uv,32.0)+0.25*worley(4.0*uv,32.0))\n);\ngl_FragColor=vec4(vec3(dis/4.0),1.0);\n}\n";
  
  
  (function universalModuleDefinition(root, factory) {
                  if (root && root["BABYLON"]) {
                      return;
                  }
      if(typeof exports === 'object' && typeof module === 'object')
          module.exports = factory();
      else if(typeof define === 'function' && define.amd)
          define([], factory);
      else if(typeof exports === 'object')
          exports["BJSProceduralTextures"] = factory();
      else {
          root["BABYLON"] = factory();
      }
  })(this, function() {
      return BABYLON;
  });
  