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Cesium 与 Babylon.js 可视化 glsl 特效篇(十五)


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;
 floatrandom (in vec2 p) {
 vec3 p3 = fract(vec3(p.xyx) * .1031);
 p3 += dot(p3, p3.yzx + 33.33);
 return fract((p3.x + p3.y) * p3.z);
 }
 floatnoise (in vec2 _st) {
 vec2 i = floor(_st);
 vec2 f = fract(_st);
 // Four corners in 2D of a tile
 float a = random(i);
 float b = random(i + vec2(1.0, 0.0));
 float c = random(i + vec2(0.0, 1.0));
 float d = random(i + vec2(1.0, 1.0));
 vec2 u = f * f * (3. - 2.0 * f);
 return mix(a, b, u.x) +
 (c - a)* u.y * (1. - u.x) +
 (d - b) * u.x * u.y;
 }
 floatlight(in vec2 pos,infloat size,infloat radius,infloat inner_fade,infloat outer_fade){
 float len = length(pos/size);
 return pow(clamp((1.0 - pow( clamp(len-radius,0.0,1.0) , 1.0/inner_fade)),0.0,1.0),1.0/outer_fade);
 }
 floatflare(infloat angle,infloat alpha,infloat time){
 float t = time;
 float n = noise(vec2(t+0.5+abs(angle)+pow(alpha,0.6),t-abs(angle)+pow(alpha+0.1,0.6))*7.0);


Cesium 与 Babylon.js 可视化 glsl 特效篇(十五) - 小专栏


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