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Arcgis 与 Claygl 可视化 glsl 特效篇(三)


我决定不从claygl基础来讲了 直接整合arcgis与claygl可视化来讲
关于整合clagyl 有兴趣看我这篇文章 arcgis 与 claygl 引擎结合做地图可视化

我整合一个类库 后续不断更新中

npm i @haibalai/gismap4-claygl

初始化gismap4-claygl 类库, view是arcgis的sceneView对象

import { ClayglMapManager} from “@haibalai/gismap4-claygl”;
ClayglMapManager.init(view);

添加特效

import { ClayglMapManager} from “@haibalai/gismap4-claygl”;
 import * as clay from “claygl”;
 const fragmentShader = `
 constfloat PI = 3.14159265359;
 uniform float iTime;
 const vec2 iResolution = vec2(1.0,1.0);
 varying vec2 vUv;
 vec3 firePalette(float i){
 float T = 1400. + 1300.i;
 vec3 L = vec3(7.4, 5.6, 4.4);
 L = pow(L,vec3(5)) * (exp(1.43876719683e5/(TL)) - 1.);
 return 1. - exp(-5e8/L);
 }
 vec3 hash33(vec3 p){
 float n = sin(dot(p, vec3(7, 157, 113)));
 return fract(vec3(2097152, 262144, 32768)n);
 }
 floatvoronoi(vec3 p){
 vec3 b, r, g = floor§;
 p = fract§;
 float d = 1.;
 for(int j = -1; j <= 1; j++) {
 for(int i = -1; i <= 1; i++) {
 b = vec3(i, j, -1);
 r = b - p + hash33(g+b);
 d = min(d, dot(r,r));
 b.z = 0.0;
 r = b - p + hash33(g+b);
 d = min(d, dot(r,r));
 b.z = 1.;
 r = b - p + hash33(g+b);
 d = min(d, dot(r,r));
 }
 }
 return d; // Range: [0, 1]
 }
 floatnoiseLayers(in vec3 p) {
 vec3 t = vec3(0., 0., p.z + iTime1.5);
 constint iter = 5; // Just five layers is enough.
 float tot = 0., sum = 0., amp = 1.;
 for (int i = 0; i < iter; i++) {
 tot += voronoi(p + t) * amp;
 p *= 2.;
 t *= 1.5;
 sum += amp;


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