cesium 实现雾霾效果
效果
FogStage = Cesium.PostProcessStageLibrary.createBrightnessStage();
FogStage.uniforms.brightness = 2;//整个场景通过后期渲染变亮 1为保持不变 大于1变亮 0-1变暗 uniforms后面为对应glsl里面定义的uniform参数
FogStage = new Cesium.PostProcessStage({
"name": "self",
//sampleMode:PostProcessStageSampleMode.LINEAR,
fragmentShader: " uniform sampler2D colorTexture;\n" +
" uniform sampler2D depthTexture;\n" +
" varying vec2 v_textureCoordinates;\n" +
" void main(void)\n" +
" {\n" +
" vec4 origcolor=texture2D(colorTexture, v_textureCoordinates);\n" +
" vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);\n" +
"\n" +
" float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n" +
" vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates);\n" +
"\n" +
" float f=(depthcolor.r-0.22)/0.7;\n" + //0.7 调节雾的可见度
" if(f<0.0) f=0.0;\n" +
" else if(f>1.0) f=1.0;\n" +
" gl_FragColor = mix(origcolor,fogcolor,f);\n" +
" }"
});
window.viewer.scene.postProcessStages.add(FogStage);
FogStage.enabled = true;