Snow.glsl 1.1 KB

12345678910111213141516171819202122232425262728293031
  1. uniform sampler2D colorTexture; //输入的场景渲染照片
  2. varying vec2 v_textureCoordinates;
  3. float snow(vec2 uv,float scale)
  4. {
  5. float time = czm_frameNumber / 60.0;
  6. float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;
  7. uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;
  8. uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;
  9. p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);
  10. k=smoothstep(0.,k,sin(f.x+f.y)*0.01);
  11. return k*w;
  12. }
  13. void main(void){
  14. vec2 resolution = czm_viewport.zw;
  15. vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
  16. vec3 finalColor=vec3(0);
  17. //float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));
  18. float c = 0.0;
  19. c+=snow(uv,30.)*.0;
  20. c+=snow(uv,20.)*.0;
  21. c+=snow(uv,15.)*.0;
  22. c+=snow(uv,10.);
  23. c+=snow(uv,8.);
  24. c+=snow(uv,6.);
  25. c+=snow(uv,5.);
  26. finalColor=(vec3(c)); //屏幕上雪的颜色
  27. gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); //将雪和三维场景融合
  28. }