我决定不从Babylonjs 基础来讲了 直接整合cesium与babylonjs可视化来讲
我整合一个类库 后续不断更新中
npm i @haibalai/cesium-babylonjs
初始化cesium -babylonjs 类库, map 是cesium 的viewer对象
import { BabylonMapManager } from “@haibalai/cesium-babylonjs”;
BabylonMapManager.init(map);
添加特效
import { BabylonMapManager } from “@haibalai/cesium-babylonjs”;
const fragmentShader = `
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
voidmain(void) {
vec2 uv = (vUv - 0.5) * 2.0;
float t = iTime * .1 + ((.25 + .05 * sin(iTime * .1))/(length(uv.xy) + .07)) * 2.2;
float si = sin(t);
float co = cos(t);
mat2 ma = mat2(co, si, -si, co);
float v1, v2, v3;
v1 = v2 = v3 = 0.0;
float s = 0.0;
for (int i = 0; i < 90; i++)
{
vec3 p = s * vec3(uv, 0.0);
p.xy = ma;
p += vec3(.22, .3, s - 1.5 - sin(iTime * .13) * .1);
for (int i = 0; i < 8; i++) p = abs§ / dot(p,p) - 0.659;
v1 += dot(p,p) * .0015 * (1.8 + sin(length(uv.xy * 13.0) + .5 - iTime * .2));
v2 += dot(p,p) * .0013 * (1.5 + sin(length(uv.xy * 14.5) + 1.2 - iTime * .3));
v3 += length(p.xy10.) * .0003;
s += .035;
}
float len = length(uv);
v1 *= smoothstep(.7, .0, len);
Cesium 与 Babylon.js 可视化 glsl 特效篇(十三) - 小专栏