cesium-examples/map/3d/code/rain.js

63 lines
1.8 KiB
JavaScript

/*
* @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();
}
}