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@@ -0,0 +1,32 @@
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+//This file is automatically rebuilt by the Cesium build process.
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+export default "uniform sampler2D colorTexture;\n\
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+ varying vec2 v_textureCoordinates; \n\
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+ \n\
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+float snow(vec2 uv,float scale)\n\
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+{\n\
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+ float time = czm_frameNumber / 60.0;\n\
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+ float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
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+ uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
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+ uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
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+ 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\
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+ k=smoothstep(0.,k,sin(f.x+f.y)*0.01);\n\
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+ return k*w;\n\
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+}\n\
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+\n\
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+void main(void){\n\
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+ vec2 resolution = czm_viewport.zw;\n\
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+ vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
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+ vec3 finalColor=vec3(0);\n\
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+ //float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));\n\
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+ float c = 0.0;\n\
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+ c+=snow(uv,30.)*.0;\n\
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+ c+=snow(uv,20.)*.0;\n\
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+ c+=snow(uv,15.)*.0;\n\
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+ c+=snow(uv,10.);\n\
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+ c+=snow(uv,8.);\n\
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+ c+=snow(uv,6.);\n\
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+ c+=snow(uv,5.);\n\
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+ finalColor=(vec3(c)); //屏幕上雪的颜色\n\
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+ gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); //将雪和三维场景融合\n\
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+ \n\
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+} ";
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