/* * @Descripttion: * @version: 1.0 * @Author: zhangti * @Date: 2019-10-15 18:02:42 * @LastEditors: sueRimn * @LastEditTime: 2019-11-12 10:37:50 */ /** * * 封装天气场景 * 雨天 */ export default class Rain{ constructor(v){ this.collection = v.scene.postProcessStages; let _self = this; this._rain = new Cesium.PostProcessStage({ name: 'czm_rain', fragmentShader: _self.getFs() }); this.collection.add(this._rain); v.scene.skyAtmosphere.hueShift = -0.8; v.scene.skyAtmosphere.saturationShift = -0.7; v.scene.skyAtmosphere.brightnessShift = -0.33; v.scene.fog.density = 0.001; v.scene.fog.minimumBrightness = 0.8; } getFs(){ return "uniform sampler2D colorTexture;\n\ varying vec2 v_textureCoordinates;\n\ \n\ float hash(float x){\n\ return fract(sin(x*133.3)*13.13);\n\ }\n\ \n\ void main(void){\n\ \n\ float time = czm_frameNumber / 60.0;\n\ vec2 resolution = czm_viewport.zw;\n\ \n\ vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\ vec3 c=vec3(.6,.7,.8);\n\ \n\ float a=-.4;\n\ float si=sin(a),co=cos(a);\n\ uv*=mat2(co,-si,si,co);\n\ uv*=length(uv+vec2(0,4.9))*.3+1.;\n\ \n\ float v=1.-sin(hash(floor(uv.x*100.))*2.);\n\ float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;\n\ c*=v*b; \n\ \n\ gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); \n\ }\n\ "; } remove(){ this._rain.destroy(); } }