Cesium雨雪雾天气效果
实现效果
关键代码
//雪着色器
getSnow_fs() {
return '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' +
'}';
}
//雨着色器
getRain_fs() {
return 'uniform sampler2D colorTexture;\n' +
'varying vec2 v_textureCoordinates;\n' +
' float hash(float x){\n' +
' return fract(sin(x*133.3)*13.13);\n' +
' }\n' +
' void main(void){\n' +
' float time = czm_frameNumber / 600.0;\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' +
' }';
}
//雾气色器
getFog_fs() {
return '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' +
' }';
}
详情参见 Cesium实战专栏