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Cesium 与 Babylon.js 可视化 glsl 特效篇(三十八)


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 = `
#ifdef GL_ES
precision mediump float;
#endif
vec2 resolution = vec2(1.0,1.0);
varying vec2 vUv;
uniform float time;
varying vec2 surfacePosition;
vec4 textureRND2D(vec2 uv){
uv = floor(fract(uv)1e3);
float v = uv.x+uv.y1e3;
return fract(1e5sin(vec4(v1e-2, (v+1.)1e-2, (v+1e3)1e-2, (v+1e3+1.)1e-2)));
}
floatnoise(vec2 p) {
vec2 f = fract(p1e3);
vec4 r = textureRND2D§;
f = ff(3.0-2.0f);
return (mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y));
}
floatcloud(vec2 p) {
float v = 0.0;
v += noise(p1.).5000;
v += noise(p2.).2500;
v += noise(p4.).1250;
v += noise(p8.).0625;
v += noise(p16.)*.03125;


Cesium 与 Babylon.js 可视化 glsl 特效篇(三十八) - 小专栏


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