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Cesium 与 Babylon.js 可视化 glsl 特效篇(三十一)


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 = `
 uniform float iTime;
 const vec2 iResolution = vec2(1.0,1.0);
 varying vec2 vUv;
 floathash(float x)
 {
 return fract(21654.6512 * sin(385.51 * x));
 }
 floathash(vec2 p)
 {
 return fract(21654.65155 * sin(35.51 * p.x + 45.51 * p.y));
 }
 floatlhash(float x, float y)
 {
 float h = 0.0;
 for(int i = 0;i < 5;i++)
 {
 h += (fract(21654.65155 * float(i) * sin(35.51 * x + 45.51 * float(i) * y * (5.0 / float(i))))* 2.0 - 1.0) / 10.0;
 }
 return h / 5.0 + 0.02;
 return (fract(21654.65155 * sin(35.51 * x + 45.51 * y))* 2.0 - 1.0) / 20.0;
 }
 floatnoise(vec2 p)
 {
 vec2 fl = floor§;
 vec2 fr = fract§;
 fr.x = smoothstep(0.0,1.0,fr.x);
 fr.y = smoothstep(0.0,1.0,fr.y);
 float a = mix(hash(fl + vec2(0.0,0.0)), hash(fl + vec2(1.0,0.0)),fr.x);
 float b = mix(hash(fl + vec2(0.0,1.0)), hash(fl + vec2(1.0,1.0)),fr.x);
 return mix(a,b,fr.y);
 }
 //Fractal Brownian Motion
 floatfbm(vec2 p)
 {
 float v = 0.0, f = 1.0, a = 0.5;
 for(int i = 0;i < 5; i++)
 {
 v += noise(p * f) * a;


Cesium 与 Babylon.js 可视化 glsl 特效篇(三十一) - 小专栏


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