/* * @Descripttion: * @version: 1.0 * @Author: zhangti * @Date: 2019-10-15 18:02:44 * @LastEditors: sueRimn * @LastEditTime: 2019-11-12 10:38:13 */ /** * * 封装天气场景 * 雪天 */ export default class Snow{ constructor(v){ this.collection = v.scene.postProcessStages; this._snow = new Cesium.PostProcessStage({ name: 'czm_snow', fragmentShader: this.getFS() }); this.collection.add(this._snow); 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 snow(vec2 uv,float scale)\n\ {\n\ float time = czm_frameNumber / 60.0;\n\ float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\ uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\ uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\ p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\ k=smoothstep(0.,k,sin(f.x+f.y)*0.01);\n\ return k*w;\n\ }\n\ \n\ void main(void){\n\ vec2 resolution = czm_viewport.zw;\n\ vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\ vec3 finalColor=vec3(0);\n\ float c = 0.0;\n\ c+=snow(uv,30.)*.0;\n\ c+=snow(uv,20.)*.0;\n\ c+=snow(uv,15.)*.0;\n\ c+=snow(uv,10.);\n\ c+=snow(uv,8.);\n\ c+=snow(uv,6.);\n\ c+=snow(uv,5.);\n\ finalColor=(vec3(c)); \n\ gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); \n\ \n\ }\n\ "; } remove(){ this._snow.destroy(); } }