晴
viewer.shadows = true;
viewer.shadowMap.enabled = true;
viewer.shadowMap.size = 2048*2;
viewer.shadowMap.darkness = 0.6;
viewer.shadowMap.softShadows = true;
viewer.shadowMap.maximumDistance = 10000.0;
viewer.clock.currentTime = Cesium.JulianDate.fromDate(new Date());
雨
viewer.shadowMap.darkness = 0.9;
let collection = viewer.scene.postProcessStages;
let snow = new Cesium.PostProcessStage({
name: 'czm_rain',
fragmentShader: `
uniform sampler2D colorTexture;//输入的场景渲染照片
varying vec2 v_textureCoordinates;
uniform float vrain;
float hash(float x){
return fract(sin(x*133.3)*13.13);
}
void main(void){
float time = czm_frameNumber / vrain;
vec2 resolution = czm_viewport.zw;
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
vec3 c=vec3(.6,.7,.8);
float a=0.4;
float si=sin(a),co=cos(a);
uv*=mat2(co,-si,si,co);
uv*=length(uv+vec2(0,4.9))*.3+1.;
float v=1.-sin(hash(floor(uv.x*100.))*2.);
float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;
c*=v*b; //屏幕上雨的颜色
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); //将雨和三维场景融合
}
`,
uniforms: {
vrain: function () {
return 30
}
}
});
collection.add(snow);
雪
viewer.shadowMap.darkness = 0.9;
let collection = viewer.scene.postProcessStages;
let snow = new Cesium.PostProcessStage({
name: 'czm_snow',
fragmentShader: `
uniform sampler2D colorTexture;
varying vec2 v_textureCoordinates;
uniform float vsnow;
float snow(vec2 uv,float scale)
{ float time = czm_frameNumber / vsnow;
float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;
uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);
k=smoothstep(0.,k,sin(f.x+f.y)*0.01);
return k*w;
}
void main(void){
vec2 resolution = czm_viewport.zw;
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
vec3 finalColor=vec3(0);
float c = 0.0;
c+=snow(uv,30.)*.0;
c+=snow(uv,20.)*.0;
c+=snow(uv,15.)*.0;
c+=snow(uv,10.);
c+=snow(uv,8.);
c+=snow(uv,6.);
c+=snow(uv,5.);
finalColor=(vec3(c));
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5);
}
`,
uniforms: {
vsnow: function () {
return 60
}
}
});
collection.add(snow);
雾
viewer.shadowMap.darkness = 0.9;
let collection = viewer.scene.postProcessStages;
let flog = new Cesium.PostProcessStage({
name: 'czm_fog',
fragmentShader: `
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
varying vec2 v_textureCoordinates;
uniform float vfog;
void main(void)
{
vec4 origcolor=texture2D(colorTexture, v_textureCoordinates);
vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);
float depth = czm_readDepth(depthTexture, v_textureCoordinates);
vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates);
float f=(depthcolor.r-0.22)/vfog;
if(f<0.0) f=0.0;
else if(f>1.0) f=1.0;
gl_FragColor = mix(origcolor,fogcolor,f);
}
`,
uniforms: {
vfog: function () {
return 0.5
}
}
});
collection.add(flog);