通过cesium的postProcessStages接口改变fragmentShader来实现这些效果
postProcessStages
addsnow() {
if (this.snow) this.viewer.scene.postProcessStages.remove(this.snow)
this.snow = new Cesium.PostProcessStage({
name: 'czm_snow',
fragmentShader:
'\n\
uniform sampler2D colorTexture;\n\
varying vec2 v_textureCoordinates;\n\
float snow(vec2 uv,float scale)\n\
{\n\
float time = czm_frameNumber / 60.0;\n\
float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\
k=smoothstep(0.,k,sin(f.x+f.y)*0.01);\n\
return k*w;\n\
}\n\
void main(void){\n\
vec2 resolution = czm_viewport.zw;\n\
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
vec3 finalColor=vec3(0);\n\
float c = 0.0;\n\
c+=snow(uv,30.)*.0;\n\
c+=snow(uv,20.)*.0;\n\
c+=snow(uv,15.)*.0;\n\
c+=snow(uv,10.);\n\
c+=snow(uv,8.);\n\
c+=snow(uv,6.);\n\
c+=snow(uv,5.);\n\
finalColor=(vec3(c)); \n\
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); \n\
}'
})
this.viewer.scene.postProcessStages.add(this.snow)
},
'\n\
uniform sampler2D colorTexture;\n\
varying vec2 v_textureCoordinates;\n\
float hash(float x)\n\
{\n\
return fract(sin(x*133.3)*13.13);\n\
}\n\
void main(void){\n\
float time = czm_frameNumber / 60.0;\n\
vec2 resolution = czm_viewport.zw;\n\
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
vec3 c=vec3(.6,.7,.8);\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\
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\
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5);\n\
}'
'\n\
uniform sampler2D colorTexture;\n\
varying vec2 v_textureCoordinates;\n\
float snow(vec2 uv,float scale)\n\
{\n\
float time = czm_frameNumber / 60.0;\n\
float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\
k=smoothstep(0.,k,sin(f.x+f.y)*0.01);\n\
return k*w;\n\
}\n\
void main(void){\n\
vec2 resolution = czm_viewport.zw;\n\
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
vec3 finalColor=vec3(0);\n\
float c = 0.0;\n\
c+=snow(uv,30.)*.0;\n\
c+=snow(uv,20.)*.0;\n\
c+=snow(uv,15.)*.0;\n\
c+=snow(uv,10.);\n\
c+=snow(uv,8.);\n\
c+=snow(uv,6.);\n\
c+=snow(uv,5.);\n\
finalColor=(vec3(c)); \n\
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); \n\
}'
'\n\
uniform sampler2D colorTexture;\n\
uniform sampler2D depthTexture;\n\
varying vec2 v_textureCoordinates;\n\
void main(void)\n\
{\n\
vec4 origcolor=texture2D(colorTexture, v_textureCoordinates);\n\
vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);\n\
float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n\
vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates);\n\
float f=(depthcolor.r-0.7)/0.2;\n\
if(f<0.0) f=0.0;\n\
else if(f>1.0) f=1.0;\n\
gl_FragColor = mix(origcolor,fogcolor,f);\n\
}'