// cesium 环境变化效果
/**
* @description: cesium 天气修改
* @param {any} viewer :实体
* @param {Boolean} rain :雨
* @param {Boolean} snow :雪
* @param {Boolean} fog :雾
*/
function Weather(viewer, rain, snow, fog) {
viewer.scene.postProcessStages.removeAll();
if (rain) {
var e = new Cesium.PostProcessStage({
name: "czm_rain",
fragmentShader: FS_Rain(),
});
viewer.scene.postProcessStages.add(e)
function FS_Rain() {
return "uniform sampler2D colorTexture;\n\
varying vec2 v_textureCoordinates;\n\
\n\
float hash(float x){\n\
return fract(sin(x*133.3)*13.13);\n\
}\n\
\n\
void main(void){\n\
\n\
float time = czm_frameNumber / 60.0;\n\
vec2 resolution = czm_viewport.zw;\n\
\n\
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
vec3 c=vec3(.6,.7,.8);\n\
\n\
float a=-.4;\n\
float si=sin(a),co=cos(a);\n\
uv*=mat2(co,-si,si,co);\n\
uv*=length(uv+vec2(0,4.9))*.3+1.;\n\
\n\
float v=1.-sin(hash(floor(uv.x*100.))*100.);\n\
float b=clamp(abs(sin(15.*time*v+uv.y*(10./(2.+v))))-.95,0.,1.)*4.;\n\
c*=v*b; \n\
\n\
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); \n\
}\n\
";
}
}
if (snow) {
var snowe = new Cesium.PostProcessStage({
name: "czm_snow",
fragmentShader: FS_Snow(),
});
viewer.scene.postProcessStages.add(snowe);
function FS_Snow() {
return "uniform sampler2D colorTexture;\n\
varying vec2 v_textureCoordinates;\n\
\n\
float snow(vec2 uv,float scale)\n\
{\n\
float time = czm_frameNumber / 60.0;\n\
float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\
k=smoothstep(0.,k,sin(f.x+f.y)*0.01);\n\
return k*w;\n\
}\n\
\n\
void main(void){\n\
vec2 resolution = czm_viewport.zw;\n\
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
vec3 finalColor=vec3(0);\n\
float c = 0.0;\n\
c+=snow(uv,30.)*.0;\n\
c+=snow(uv,20.)*.0;\n\
c+=snow(uv,15.)*.0;\n\
c+=snow(uv,10.);\n\
c+=snow(uv,8.);\n\
c+=snow(uv,6.);\n\
c+=snow(uv,5.);\n\
finalColor=(vec3(c)); \n\
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); \n\
\n\
}\n\
";
}
}
if (fog) {
var fogthicknessnum = 0.5; //可见度
var nowfragmentShader = `uniform sampler2D colorTexture;uniform sampler2D
depthTexture;varying vec2 v_textureCoordinates;
uniform float fognum;void main(void){vec4
origcolor=texture2D(colorTexture, v_textureCoordinates);
vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);float depth =
czm_readDepth(depthTexture, v_textureCoordinates);
vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates)
;float f=(depthcolor.r-0.22)/fognum;if(f<0.0) f=0.0;else if(f>1.0) f=1.0;gl_FragColor =
mix(origcolor,fogcolor,f);}`;
let rainning = () => {
var rain = new Cesium.PostProcessStage({
name: "wuhua",
fragmentShader: nowfragmentShader,
uniforms: {
scale: 1.1,
offset: function () {
return new Cesium.Cartesian3(0.1, 0.2, 0.3);
},
fognum: () => {
return fogthicknessnum;
},
},
});
viewer.scene.postProcessStages.add(rain);
};
rainning();
}
}
export {
Weather
};
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