//This file is automatically rebuilt by the Cesium build process. export default "uniform sampler2D colorTexture;//输入的场景渲染照片\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(0,9.9))*.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; //屏幕上雨的颜色\n\ \n\ gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); //将雨和三维场景融合\n\ \n\ } "