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Cesium 与 Babylon.js 可视化 glsl 特效篇(十七)


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 = `
 precision highp float;
 uniform float iTime;
 uniform vec2 iResolution;
 varying vec2 vUv;
 // Rand value between 0 and 1
 floatrand(vec2 p) {
 return fract(sin(dot(p, vec2(12.543,514.123)))4732.12);
 }
 // Value noise
 floatnoise(vec2 p) {
 vec2 f = smoothstep(0.0, 1.0, fract§);
 vec2 i = floor§;
 float a = rand(i);
 float b = rand(i+vec2(1.0,0.0));
 float c = rand(i+vec2(0.0,1.0));
 float d = rand(i+vec2(1.0,1.0));
 return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
 }
 // Fractal noise
 floatfbm(vec2 p) {
 float a = 0.5;
 float r = 0.0;
 for (int i = 0; i < 8; i++) {
 r += anoise§;
 a = 0.5;
 p = 2.0;
 }
 return r;
 }
 // Lasers originating from a central point
 floatlaser(vec2 p, int num) {
 float r = atan(p.x, p.y);
 float sn = sin(rfloat(num)+iTime);
 float lzr = 0.5+0.5sn;
 lzr = lzrlzrlzrlzrlzr;
 float glow = pow(clamp(sn, 0.0, 1.0),100.0);
 return lzr+glow;
 }
 // Mix of fractal noises to simulate fog
 floatclouds(vec2 uv) {
 vec2 t = vec2(0,iTime);
 float c1 = fbm(fbm(uv3.0)0.75+uv3.0+t/3.0);
 float c2 = fbm(fbm(uv2.0)0.5+uv7.0+t/3.0);
 float c3 = fbm(fbm(uv10.0-t)0.75+uv5.0+t/6.0);
 float r = mix(c1, c2, c3c3);
 return rr;
 }
 voidmain(void) {
 vec2 uv = (vUv - 0.4) * 2.0;
 vec2 hs = iResolution.xy/iResolution.y0.5;
 vec2 uvc = uv-hs;
 float l = (1.0 + 3.0*noise(vec2(15.0-iTime)))• laser(vec2(uv.x+0.5, uv.y*(0.5 + 10.0noise(vec2(iTime/5.0))) + 0.1), 15);
 l += fbm(vec2(2.0iTime))
• laser(vec2(hs.x-uvc.x-0.2, uv.y+0.1), 25);
 l += noise(vec2(iTime-73.0))• laser(vec2(uvc.x, 1.0-uv.y+0.5), 30);
 float c = clouds(uv);
 vec4 col = vec4(0, 1, 0, 1)(uv.yl+uv.y*uv.y)*c;
 gl_FragColor = pow(col, vec4(0.75));
 }
; const vertexShader =  attribute vec3 position;
 attribute vec2 uv;
 varying vec2 vUv;
 uniform mat4 worldViewProjection;
 voidmain() {
 vUv = uv;
 gl_Position = worldViewProjection * vec4(position, 1.0);
 }
 `
 let map = baseMapCtrl.getViewer(this.mapId);
 let scene = BabylonMapManager.getScene(map);


  • Cesium 与 Babylon.js 可视化 glsl 特效篇(十七) - 小专栏


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