Cesium 与 Babylon.js 可视化 glsl 特效篇(三十一)
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 = `
- uniform float iTime;
- const vec2 iResolution = vec2(1.0,1.0);
- varying vec2 vUv;
- floathash(float x)
- {
- return fract(21654.6512 * sin(385.51 * x));
- }
- floathash(vec2 p)
- {
- return fract(21654.65155 * sin(35.51 * p.x + 45.51 * p.y));
- }
- floatlhash(float x, float y)
- {
- float h = 0.0;
- for(int i = 0;i < 5;i++)
- {
- h += (fract(21654.65155 * float(i) * sin(35.51 * x + 45.51 * float(i) * y * (5.0 / float(i))))* 2.0 - 1.0) / 10.0;
- }
- return h / 5.0 + 0.02;
- return (fract(21654.65155 * sin(35.51 * x + 45.51 * y))* 2.0 - 1.0) / 20.0;
- }
- floatnoise(vec2 p)
- {
- vec2 fl = floor(p);
- vec2 fr = fract(p);
- fr.x = smoothstep(0.0,1.0,fr.x);
- fr.y = smoothstep(0.0,1.0,fr.y);
- float a = mix(hash(fl + vec2(0.0,0.0)), hash(fl + vec2(1.0,0.0)),fr.x);
- float b = mix(hash(fl + vec2(0.0,1.0)), hash(fl + vec2(1.0,1.0)),fr.x);
- return mix(a,b,fr.y);
- }
- //Fractal Brownian Motion
- floatfbm(vec2 p)
- {
- float v = 0.0, f = 1.0, a = 0.5;
- for(int i = 0;i < 5; i++)
- {
- v += noise(p * f) * a;