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 =`
#ifdef GL_ES
precision highp float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
vec2 resolution = vec2(1.0,1.0);
varying vec2 vUv;
floatsnow(vec2 uv,float scale)
{
float _t = time * 0.35;
uv.x+=_t/scale;
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=0.5,d;
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))5.))-f;d=length§;k=min(d,k);
k=smoothstep(0.0008,k,sin(f.x+f.y)0.003);
return k;
}
voidmain(void){
vec2 uv = (vUv -0.5) * 2.0 ;
float dd = 1.0-length(uv);
uv.x += sin(time0.48);
uv.y += sin(uv.x-1.4)*0.2;
uv.x = 0.09;
float c=snow(uv,30.).3;
Cesium 与 Babylon.js 可视化 glsl 特效篇(三十九) - 小专栏