我决定不从Babylonjs 基础来讲了 直接整合mapbox与babylonjs可视化来讲
我整合一个类库 后续不断更新中
npm i @haibalai/mapbox-babylonjs
初始化mapbox-babylonjs 类库, map 是mapbox.gl 的map 对象
import { BabylonMapManager } from “@haibalai/mapbox-babylonjs”;
BabylonMapManager.init(map);
添加特效
import { BabylonMapManager } from “@haibalai/mapbox-babylonjs”;
const fragmentShader = `
#define TAU 6.28318530718
#define MAX_ITER 5
precision highp float;
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
voidmain(void) {
float time = iTime * .5+23.0;
// uv should be the 0-1 uv of texture…
vec2 uv = vUv;
#ifdef SHOW_TILING
vec2 p = mod(uvTAU2.0, TAU)-250.0;
#else
vec2 p = mod(uv*TAU, TAU)-250.0;
#endif
vec2 i = vec2§;
float c = 1.0;
float inten = .005;
for (int n = 0; n < MAX_ITER; n++)
{
float t = time * (1.0 - (3.5 / float(n+1)));
i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
}
Mapbox 与 Babylon.js 可视化 glsl 特效篇(十一) - 小专栏