Snow.js 1.2 KB

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  1. //This file is automatically rebuilt by the Cesium build process.
  2. export default "uniform sampler2D colorTexture;\n\
  3. varying vec2 v_textureCoordinates; \n\
  4. \n\
  5. float snow(vec2 uv,float scale)\n\
  6. {\n\
  7. float time = czm_frameNumber / 60.0;\n\
  8. float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
  9. uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
  10. uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
  11. 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\
  12. k=smoothstep(0.,k,sin(f.x+f.y)*0.01);\n\
  13. return k*w;\n\
  14. }\n\
  15. \n\
  16. void main(void){\n\
  17. vec2 resolution = czm_viewport.zw;\n\
  18. vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
  19. vec3 finalColor=vec3(0);\n\
  20. //float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));\n\
  21. float c = 0.0;\n\
  22. c+=snow(uv,30.)*.0;\n\
  23. c+=snow(uv,20.)*.0;\n\
  24. c+=snow(uv,15.)*.0;\n\
  25. c+=snow(uv,10.);\n\
  26. c+=snow(uv,8.);\n\
  27. c+=snow(uv,6.);\n\
  28. c+=snow(uv,5.);\n\
  29. finalColor=(vec3(c)); //屏幕上雪的颜色\n\
  30. gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5); //将雪和三维场景融合\n\
  31. \n\
  32. } ";