- 代码:
//定义下雨场景 着色器
function FragmentShader_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 / 200.0;\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.))*2.);\n\
float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;\n\
c*=v*b; \n\
\n\
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); \n\
}\n\
";
}
// 特效管理
export default class RainEffectManager {
constructor(viewer) {
this._viewer = viewer;
}
AddRainEffect() {
if (this._rainEffect) {
return;
}
let collection = this._viewer.scene.postProcessStages;
let fs_rain = FragmentShader_Rain();
this._rainEffect = new Cesium.PostProcessStage({
name: "czm_rain",
fragmentShader: fs_rain,
});
collection.add(this._rainEffect);
}
RemoveRainEffect() {
if (this._rainEffect) {
this._viewer.scene.postProcessStages.remove(this._rainEffect);
this._rainEffect = null;
}
}
}
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