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- uniform sampler2D colorTexture; //输入的场景渲染照片
- varying vec2 v_textureCoordinates;
- float snow(vec2 uv,float scale)
- {
- float time = czm_frameNumber / 60.0;
- float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;
- uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;
- uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;
- p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);
- k=smoothstep(0.,k,sin(f.x+f.y)*0.01);
- return k*w;
- }
- void main(void){
- vec2 resolution = czm_viewport.zw;
- vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
- vec3 finalColor=vec3(0);
- //float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));
- float c = 0.0;
- c+=snow(uv,30.)*.0;
- c+=snow(uv,20.)*.0;
- c+=snow(uv,15.)*.0;
- c+=snow(uv,10.);
- c+=snow(uv,8.);
- c+=snow(uv,6.);
- c+=snow(uv,5.);
- finalColor=(vec3(c)); //屏幕上雪的颜色
- gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); //将雪和三维场景融合
- }
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