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;
#define USE_LIGHT 0
mat3 m = mat3( 0.00, 0.80, 0.60,
-0.80, 0.36, -0.48,
-0.60, -0.48, 0.64);
floathash(float n)
{
return fract(sin(n) * 43758.5453);
}
///
/// Noise function
///
floatnoise(in vec3 x)
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
float res = mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
mix(hash(n + 57.0), hash(n + 58.0), f.x), f.y),
mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
mix(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z);
return res;
}
///
/// Fractal Brownian motion.
///
/// Refer to:
/// EN: https://thebookofshaders.com/13/
/// JP: https://thebookofshaders.com/13/?lan=jp
///
floatfbm(vec3 p)
{
float f;
f = 0.5000 * noise§; p = m * p * 2.02;
Cesium 与 Babylon.js 可视化 glsl 特效篇(二十七) - 小专栏