From 1e3e9f60ee7275cf859e869f6a18d93ae878adb5 Mon Sep 17 00:00:00 2001
From: Etienne Margraff <etienne.margraff@live.fr>
Date: Wed, 30 Dec 2015 16:23:33 +0100
Subject: [PATCH] Adding complex type support in GUI

---
 .../dist/babylon.marbleProceduralTexture.js        |  15 +-
 .../dist/babylon.marbleProceduralTexture.min.js    |   2 +-
 .../marble/babylon.marbleProceduralTexture.ts      |  11 --
 .../marble/marbleProceduralTexture.fragment.fx     | 168 ++++++++++-----------
 proceduralTexturesLibrary/test/index.html          | 103 +++++++++----
 5 files changed, 161 insertions(+), 138 deletions(-)

diff --git a/proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.js b/proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.js
index 6e7a226..c3ef338 100644
--- a/proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.js
+++ b/proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.js
@@ -9,7 +9,6 @@ var BABYLON;
             this._numberOfTilesHeight = 3;
             this._numberOfTilesWidth = 3;
             this._amplitude = 9.0;
-            this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
             this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
             this.updateShaderUniforms();
         }
@@ -17,7 +16,6 @@ var BABYLON;
             this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
             this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
             this.setFloat("amplitude", this._amplitude);
-            this.setColor3("marbleColor", this._marbleColor);
             this.setColor3("jointColor", this._jointColor);
         };
         Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
@@ -64,20 +62,9 @@ var BABYLON;
             enumerable: true,
             configurable: true
         });
-        Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
-            get: function () {
-                return this._marbleColor;
-            },
-            set: function (value) {
-                this._marbleColor = value;
-                this.updateShaderUniforms();
-            },
-            enumerable: true,
-            configurable: true
-        });
         return MarbleProceduralTexture;
     })(BABYLON.ProceduralTexture);
     BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
 })(BABYLON || (BABYLON = {}));
 
-BABYLON.Effect.ShadersStore['marbleProceduralTexturePixelShader'] = "precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n\tfloat val = 0.0;\r\n\tfloat freq = 1.0;\r\n\tfor (int i = 0; i < 4; i++)\r\n\t{\r\n\t\tval += abs(noise(P*freq) / freq);\r\n\t\tfreq *= 2.07;\r\n\t}\r\n\treturn val;\r\n}\r\n\r\nfloat round(float number){\r\n\treturn sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n\tvec3 col;\r\n\tx = 0.5*(x + 1.);\r\n\tx = sqrt(x);             \r\n\tx = sqrt(x);\r\n\tx = sqrt(x);\r\n\tcol = vec3(.2 + .75*x);  \r\n\tcol.b *= 0.95;           \r\n\treturn col;\r\n}\r\n\r\nvoid main()\r\n{\r\n\tfloat brickW = 1.0 / numberOfTilesWidth;\r\n\tfloat brickH = 1.0 / numberOfTilesHeight;\r\n\tfloat jointWPercentage = 0.01;\r\n\tfloat jointHPercentage = 0.01;\r\n\tvec3 color = brickColor;\r\n\tfloat yi = vUV.y / brickH;\r\n\tfloat nyi = round(yi);\r\n\tfloat xi = vUV.x / brickW;\r\n\r\n\tif (mod(floor(yi), 2.0) == 0.0){\r\n\t\txi = xi - 0.5;\r\n\t}\r\n\r\n\tfloat nxi = round(xi);\r\n\tvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n\tif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n\t}\r\n\telse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n\t}\r\n\telse {\r\n\t\tfloat t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n\t\tt += amplitude * turbulence(brickvUV.xy);\r\n\t\tt = sin(t);\r\n\t\tcolor = marble_color(t);\r\n\t}\r\n\r\n\tgl_FragColor = vec4(color, 0.0);\r\n}";
+BABYLON.Effect.ShadersStore['marbleProceduralTexturePixelShader'] = "precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 marbleColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n\tfloat val = 0.0;\r\n\tfloat freq = 1.0;\r\n\tfor (int i = 0; i < 4; i++)\r\n\t{\r\n\t\tval += abs(noise(P*freq) / freq);\r\n\t\tfreq *= 2.07;\r\n\t}\r\n\treturn val;\r\n}\r\n\r\nfloat round(float number){\r\n\treturn sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n\tvec3 col;\r\n\tx = 0.5*(x + 1.);\r\n\tx = sqrt(x);             \r\n\tx = sqrt(x);\r\n\tx = sqrt(x);\r\n\tcol = vec3(.2 + .75*x);  \r\n\tcol.b *= 0.95;           \r\n\treturn col;\r\n}\r\n\r\nvoid main()\r\n{\r\n\tfloat brickW = 1.0 / numberOfTilesWidth;\r\n\tfloat brickH = 1.0 / numberOfTilesHeight;\r\n\tfloat jointWPercentage = 0.01;\r\n\tfloat jointHPercentage = 0.01;\r\n\tvec3 color = marbleColor;\r\n\tfloat yi = vUV.y / brickH;\r\n\tfloat nyi = round(yi);\r\n\tfloat xi = vUV.x / brickW;\r\n\r\n\tif (mod(floor(yi), 2.0) == 0.0){\r\n\t\txi = xi - 0.5;\r\n\t}\r\n\r\n\tfloat nxi = round(xi);\r\n\tvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n\tif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n\t}\r\n\telse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n\t}\r\n\telse {\r\n\t\tfloat t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n\t\tt += amplitude * turbulence(brickvUV.xy);\r\n\t\tt = sin(t);\r\n\t\tcolor = marble_color(t);\r\n\t}\r\n\r\n\tgl_FragColor = vec4(color, 0.0);\r\n}";
diff --git a/proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.min.js b/proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.min.js
index 7f0914c..689c775 100644
--- a/proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.min.js
+++ b/proceduralTexturesLibrary/dist/babylon.marbleProceduralTexture.min.js
@@ -1 +1 @@
-var BABYLON;!function(r){var e=function(e){function n(n,t,i,o,l){e.call(this,n,t,"marbleProceduralTexture",i,o,l),this._numberOfTilesHeight=3,this._numberOfTilesWidth=3,this._amplitude=9,this._marbleColor=new r.Color3(.77,.47,.4),this._jointColor=new r.Color3(.72,.72,.72),this.updateShaderUniforms()}return __extends(n,e),n.prototype.updateShaderUniforms=function(){this.setFloat("numberOfTilesHeight",this._numberOfTilesHeight),this.setFloat("numberOfTilesWidth",this._numberOfTilesWidth),this.setFloat("amplitude",this._amplitude),this.setColor3("marbleColor",this._marbleColor),this.setColor3("jointColor",this._jointColor)},Object.defineProperty(n.prototype,"numberOfTilesHeight",{get:function(){return this._numberOfTilesHeight},set:function(r){this._numberOfTilesHeight=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"amplitude",{get:function(){return this._amplitude},set:function(r){this._amplitude=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"numberOfTilesWidth",{get:function(){return this._numberOfTilesWidth},set:function(r){this._numberOfTilesWidth=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"jointColor",{get:function(){return this._jointColor},set:function(r){this._jointColor=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(n.prototype,"marbleColor",{get:function(){return this._marbleColor},set:function(r){this._marbleColor=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),n}(r.ProceduralTexture);r.MarbleProceduralTexture=e}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.marbleProceduralTexturePixelShader="precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n	return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n	const vec2 d = vec2(0.0, 1.0);\r\n	vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n	return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n	float val = 0.0;\r\n	float freq = 1.0;\r\n	for (int i = 0; i < 4; i++)\r\n	{\r\n		val += abs(noise(P*freq) / freq);\r\n		freq *= 2.07;\r\n	}\r\n	return val;\r\n}\r\n\r\nfloat round(float number){\r\n	return sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n	vec3 col;\r\n	x = 0.5*(x + 1.);\r\n	x = sqrt(x);             \r\n	x = sqrt(x);\r\n	x = sqrt(x);\r\n	col = vec3(.2 + .75*x);  \r\n	col.b *= 0.95;           \r\n	return col;\r\n}\r\n\r\nvoid main()\r\n{\r\n	float brickW = 1.0 / numberOfTilesWidth;\r\n	float brickH = 1.0 / numberOfTilesHeight;\r\n	float jointWPercentage = 0.01;\r\n	float jointHPercentage = 0.01;\r\n	vec3 color = brickColor;\r\n	float yi = vUV.y / brickH;\r\n	float nyi = round(yi);\r\n	float xi = vUV.x / brickW;\r\n\r\n	if (mod(floor(yi), 2.0) == 0.0){\r\n		xi = xi - 0.5;\r\n	}\r\n\r\n	float nxi = round(xi);\r\n	vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n	if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n		color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n	}\r\n	else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n		color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n	}\r\n	else {\r\n		float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n		t += amplitude * turbulence(brickvUV.xy);\r\n		t = sin(t);\r\n		color = marble_color(t);\r\n	}\r\n\r\n	gl_FragColor = vec4(color, 0.0);\r\n}";
\ No newline at end of file
+var BABYLON;!function(r){var n=function(n){function e(e,t,i,o,l){n.call(this,e,t,"marbleProceduralTexture",i,o,l),this._numberOfTilesHeight=3,this._numberOfTilesWidth=3,this._amplitude=9,this._jointColor=new r.Color3(.72,.72,.72),this.updateShaderUniforms()}return __extends(e,n),e.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(e.prototype,"numberOfTilesHeight",{get:function(){return this._numberOfTilesHeight},set:function(r){this._numberOfTilesHeight=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"amplitude",{get:function(){return this._amplitude},set:function(r){this._amplitude=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"numberOfTilesWidth",{get:function(){return this._numberOfTilesWidth},set:function(r){this._numberOfTilesWidth=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"jointColor",{get:function(){return this._jointColor},set:function(r){this._jointColor=r,this.updateShaderUniforms()},enumerable:!0,configurable:!0}),e}(r.ProceduralTexture);r.MarbleProceduralTexture=n}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.marbleProceduralTexturePixelShader="precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 marbleColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n	return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n	const vec2 d = vec2(0.0, 1.0);\r\n	vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n	return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n	float val = 0.0;\r\n	float freq = 1.0;\r\n	for (int i = 0; i < 4; i++)\r\n	{\r\n		val += abs(noise(P*freq) / freq);\r\n		freq *= 2.07;\r\n	}\r\n	return val;\r\n}\r\n\r\nfloat round(float number){\r\n	return sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n	vec3 col;\r\n	x = 0.5*(x + 1.);\r\n	x = sqrt(x);             \r\n	x = sqrt(x);\r\n	x = sqrt(x);\r\n	col = vec3(.2 + .75*x);  \r\n	col.b *= 0.95;           \r\n	return col;\r\n}\r\n\r\nvoid main()\r\n{\r\n	float brickW = 1.0 / numberOfTilesWidth;\r\n	float brickH = 1.0 / numberOfTilesHeight;\r\n	float jointWPercentage = 0.01;\r\n	float jointHPercentage = 0.01;\r\n	vec3 color = marbleColor;\r\n	float yi = vUV.y / brickH;\r\n	float nyi = round(yi);\r\n	float xi = vUV.x / brickW;\r\n\r\n	if (mod(floor(yi), 2.0) == 0.0){\r\n		xi = xi - 0.5;\r\n	}\r\n\r\n	float nxi = round(xi);\r\n	vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n	if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n		color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n	}\r\n	else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n		color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n	}\r\n	else {\r\n		float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n		t += amplitude * turbulence(brickvUV.xy);\r\n		t = sin(t);\r\n		color = marble_color(t);\r\n	}\r\n\r\n	gl_FragColor = vec4(color, 0.0);\r\n}";
\ No newline at end of file
diff --git a/proceduralTexturesLibrary/proceduralTextures/marble/babylon.marbleProceduralTexture.ts b/proceduralTexturesLibrary/proceduralTextures/marble/babylon.marbleProceduralTexture.ts
index 0f29def..470ab89 100644
--- a/proceduralTexturesLibrary/proceduralTextures/marble/babylon.marbleProceduralTexture.ts
+++ b/proceduralTexturesLibrary/proceduralTextures/marble/babylon.marbleProceduralTexture.ts
@@ -5,7 +5,6 @@ module BABYLON {
         private _numberOfTilesHeight: number = 3;
         private _numberOfTilesWidth: number = 3;
         private _amplitude: number = 9.0;
-        private _marbleColor = new Color3(0.77, 0.47, 0.40);
         private _jointColor = new Color3(0.72, 0.72, 0.72);
 
         constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
@@ -17,7 +16,6 @@ module BABYLON {
             this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
             this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
             this.setFloat("amplitude", this._amplitude);
-            this.setColor3("marbleColor", this._marbleColor);
             this.setColor3("jointColor", this._jointColor);
         }
 
@@ -56,14 +54,5 @@ module BABYLON {
             this._jointColor = value;
             this.updateShaderUniforms();
         }
-
-        public get marbleColor(): Color3 {
-            return this._marbleColor;
-        }
-
-        public set marbleColor(value: Color3) {
-            this._marbleColor = value;
-            this.updateShaderUniforms();
-        }
     }
 }
\ No newline at end of file
diff --git a/proceduralTexturesLibrary/proceduralTextures/marble/marbleProceduralTexture.fragment.fx b/proceduralTexturesLibrary/proceduralTextures/marble/marbleProceduralTexture.fragment.fx
index 3ea3512..9e886c0 100644
--- a/proceduralTexturesLibrary/proceduralTextures/marble/marbleProceduralTexture.fragment.fx
+++ b/proceduralTexturesLibrary/proceduralTextures/marble/marbleProceduralTexture.fragment.fx
@@ -1,85 +1,85 @@
-﻿precision highp float;
-
-varying vec2 vPosition;
-varying vec2 vUV;
-
-uniform float numberOfTilesHeight;
-uniform float numberOfTilesWidth;
-uniform float amplitude;
-uniform vec3 brickColor;
-uniform vec3 jointColor;
-
-const vec3 tileSize = vec3(1.1, 1.0, 1.1);
-const vec3 tilePct = vec3(0.98, 1.0, 0.98);
-
-float rand(vec2 n) {
-	return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
-}
-
-float noise(vec2 n) {
-	const vec2 d = vec2(0.0, 1.0);
-	vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
-	return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
-}
-
-float turbulence(vec2 P)
-{
-	float val = 0.0;
-	float freq = 1.0;
-	for (int i = 0; i < 4; i++)
-	{
-		val += abs(noise(P*freq) / freq);
-		freq *= 2.07;
-	}
-	return val;
-}
-
-float round(float number){
-	return sign(number)*floor(abs(number) + 0.5);
-}
-
-vec3 marble_color(float x)
-{
-	vec3 col;
-	x = 0.5*(x + 1.);
-	x = sqrt(x);             
-	x = sqrt(x);
-	x = sqrt(x);
-	col = vec3(.2 + .75*x);  
-	col.b *= 0.95;           
-	return col;
-}
-
-void main()
-{
-	float brickW = 1.0 / numberOfTilesWidth;
-	float brickH = 1.0 / numberOfTilesHeight;
-	float jointWPercentage = 0.01;
-	float jointHPercentage = 0.01;
-	vec3 color = brickColor;
-	float yi = vUV.y / brickH;
-	float nyi = round(yi);
-	float xi = vUV.x / brickW;
-
-	if (mod(floor(yi), 2.0) == 0.0){
-		xi = xi - 0.5;
-	}
-
-	float nxi = round(xi);
-	vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);
-
-	if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){
-		color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);
-	}
-	else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){
-		color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);
-	}
-	else {
-		float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));
-		t += amplitude * turbulence(brickvUV.xy);
-		t = sin(t);
-		color = marble_color(t);
-	}
-
-	gl_FragColor = vec4(color, 0.0);
+﻿precision highp float;
+
+varying vec2 vPosition;
+varying vec2 vUV;
+
+uniform float numberOfTilesHeight;
+uniform float numberOfTilesWidth;
+uniform float amplitude;
+uniform vec3 marbleColor;
+uniform vec3 jointColor;
+
+const vec3 tileSize = vec3(1.1, 1.0, 1.1);
+const vec3 tilePct = vec3(0.98, 1.0, 0.98);
+
+float rand(vec2 n) {
+	return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
+}
+
+float noise(vec2 n) {
+	const vec2 d = vec2(0.0, 1.0);
+	vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
+	return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
+}
+
+float turbulence(vec2 P)
+{
+	float val = 0.0;
+	float freq = 1.0;
+	for (int i = 0; i < 4; i++)
+	{
+		val += abs(noise(P*freq) / freq);
+		freq *= 2.07;
+	}
+	return val;
+}
+
+float round(float number){
+	return sign(number)*floor(abs(number) + 0.5);
+}
+
+vec3 marble_color(float x)
+{
+	vec3 col;
+	x = 0.5*(x + 1.);
+	x = sqrt(x);             
+	x = sqrt(x);
+	x = sqrt(x);
+	col = vec3(.2 + .75*x);  
+	col.b *= 0.95;           
+	return col;
+}
+
+void main()
+{
+	float brickW = 1.0 / numberOfTilesWidth;
+	float brickH = 1.0 / numberOfTilesHeight;
+	float jointWPercentage = 0.01;
+	float jointHPercentage = 0.01;
+	vec3 color = marbleColor;
+	float yi = vUV.y / brickH;
+	float nyi = round(yi);
+	float xi = vUV.x / brickW;
+
+	if (mod(floor(yi), 2.0) == 0.0){
+		xi = xi - 0.5;
+	}
+
+	float nxi = round(xi);
+	vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);
+
+	if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){
+		color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);
+	}
+	else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){
+		color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);
+	}
+	else {
+		float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));
+		t += amplitude * turbulence(brickvUV.xy);
+		t = sin(t);
+		color = marble_color(t);
+	}
+
+	gl_FragColor = vec4(color, 0.0);
 }
\ No newline at end of file
diff --git a/proceduralTexturesLibrary/test/index.html b/proceduralTexturesLibrary/test/index.html
index 5d432c9..009f85c 100644
--- a/proceduralTexturesLibrary/test/index.html
+++ b/proceduralTexturesLibrary/test/index.html
@@ -56,16 +56,7 @@
     <script src="add/addStarfieldPT.js"></script>
 	<script>
 		
-		dat.GUI.prototype.removeFolder = function(name) {
-			var folder = this.__folders[name];
-			if (!folder) {
-				return;
-			}
-			folder.close();
-			this.__ul.removeChild(folder.domElement.parentNode);
-			delete this.__folders[name];
-			this.onResize();
-		}
+		
 		
 		if (BABYLON.Engine.isSupported()) {
 			var canvas = document.getElementById("renderCanvas");
@@ -211,50 +202,106 @@
 				//placeholder for current texture options			
 				var currentPTOptions = gui.addFolder('Texture Options');
 				var PTOptions = [];
+				
+				dat.GUI.prototype.removeFolder = function(name) {
+					var folder = this.__folders[name];
+					if (!folder) {
+						return;
+					}
+					folder.close();
+					this.__ul.removeChild(folder.domElement.parentNode);
+					delete this.__folders[name];
+					this.onResize();
+				}
+				
 				var resetPTOptions = function(){
 					//empty options
 					while(PTOptions.length > 0){
-						currentPTOptions.remove(PTOptions.pop());
+						var option = PTOptions.pop()
+						if(option.optionType === "Folder"){
+							currentPTOptions.removeFolder(option.optionValue);
+						}
+						else {
+							currentPTOptions.remove(option.optionValue);
+						}
 					}
 				}
 				
+				var addFloatSubOption = function(guiElement, field, propertyName, proxy, initvalue){
+					proxy[propertyName] = initvalue;
+					guiElement.add(proxy, propertyName).onChange(function () {
+						try {
+							var xvalue = parseFloat(proxy[propertyName]);
+							eval('field.' + propertyName + ' = xvalue');
+						} catch (e) {
+							
+						}
+					});	
+				}
+				
 				var addPToptions = function(pt, fieldNames){
 					for(var fieldid = 0; fieldid < fieldNames.length; fieldid++){
 						var field = fieldNames[fieldid]
-						var added;
+						var added = {};
 						if(typeof pt[field] != 'object' && pt[field] != 'undefined') {
-							added = currentPTOptions.add(pt, fieldNames[fieldid]);
+							added.optionType = "Value";
+							added.optionValue = currentPTOptions.add(pt, fieldNames[fieldid]);
 						}
 						else {
 							var proxy = {};
 							
 							if(pt[field] instanceof BABYLON.Vector2){
-								proxy[field] = 'new BABYLON.Vector2(0.5, 0.5)';								
+								added.optionType = 'Folder';
+								added.optionValue = field + ' ('+  pt[field].constructor.name +')';
+								var folder = currentPTOptions.addFolder(added.optionValue);
+								addFloatSubOption(folder, pt[field], 'x', proxy, pt[field].x);
+								addFloatSubOption(folder, pt[field], 'y', proxy, pt[field].y);
 							}
+							
 							else if(pt[field] instanceof BABYLON.Vector3){
-								proxy[field] = 'new BABYLON.Vector3(0.5, 0.5, 0.5)';								
+								added.optionType = 'Folder';
+								added.optionValue = field + ' ('+  pt[field].constructor.name +')';
+								var folder = currentPTOptions.addFolder(added.optionValue);
+								addFloatSubOption(folder, pt[field], 'x', proxy, pt[field].x);
+								addFloatSubOption(folder, pt[field], 'y', proxy, pt[field].y);								
+								addFloatSubOption(folder, pt[field], 'z', proxy, pt[field].z);								
 							}
 							else if(pt[field] instanceof BABYLON.Vector4){
-								proxy[field] = 'new BABYLON.Vector4(0.5, 0.5, 0.5, 0.5)';								
+								added.optionType = 'Folder';
+								added.optionValue = field + ' ('+  pt[field].constructor.name +')';
+								var folder = currentPTOptions.addFolder(added.optionValue);
+								addFloatSubOption(folder, pt[field], 'x', proxy, pt[field].x);
+								addFloatSubOption(folder, pt[field], 'y', proxy, pt[field].y);								
+								addFloatSubOption(folder, pt[field], 'z', proxy, pt[field].z);									
+								addFloatSubOption(folder, pt[field], 'w', proxy, pt[field].w);									
 							}
 							else if(pt[field] instanceof BABYLON.Color3){
-								proxy[field] = 'new BABYLON.Color3(0.5, 0.5, 0.5)';								
+								added.optionType = 'Folder';
+								added.optionValue = field + ' ('+  pt[field].constructor.name +')';
+								var folder = currentPTOptions.addFolder(added.optionValue);
+								addFloatSubOption(folder, pt[field], 'r', proxy, pt[field].r);
+								addFloatSubOption(folder, pt[field], 'g', proxy, pt[field].g);								
+								addFloatSubOption(folder, pt[field], 'b', proxy, pt[field].b);									
 							}
 							else if(pt[field] instanceof BABYLON.Color4){
-								proxy[field] = 'new BABYLON.Color4(0.5, 0.5, 0.5, 0.5)';								
+								added.optionType = 'Folder';
+								added.optionValue = field + ' ('+  pt[field].constructor.name +')';
+								var folder = currentPTOptions.addFolder(added.optionValue);
+								addFloatSubOption(folder, pt[field], 'r', proxy, pt[field].r);
+								addFloatSubOption(folder, pt[field], 'g', proxy, pt[field].g);								
+								addFloatSubOption(folder, pt[field], 'b', proxy, pt[field].b);									
+								addFloatSubOption(folder, pt[field], 'a', proxy, pt[field].a);									
 							}
 							else {
 								proxy[field] = 'Object (' + pt[field].constructor.name +')';
+								added.optionType = "Value";
+								added.optionValue = currentPTOptions.add(proxy, field).onChange(function () {
+									try {
+										var res = eval(proxy[field]);
+										pt[field] = res; 
+									} catch (e) { }
+								});
 							}
-							
-							added = currentPTOptions.add(proxy, field).onChange(function () {
-								try {
-									var res = eval(proxy[field]);
-									pt[field] = res; 
-								} catch (e) {
-									
-								}
-							});
 						}
 						PTOptions.push(added);
 					}
@@ -289,7 +336,7 @@
 							break;
 						case "marble":
 							currentTexture = marblePT;
-							addPToptions(marblePT, ['numberOfTilesHeight', 'numberOfTilesWidth', 'amplitude', 'marbleColor', 'jointColor']);
+							addPToptions(marblePT, ['numberOfTilesHeight', 'numberOfTilesWidth', 'amplitude', 'jointColor']);
 							break;
 						case "starfield":
 							currentTexture = starfieldPT;
