Cesium 与 Babylon.js 可视化 glsl 特效篇(二十一)
我决定不从Babylonjs 基础来讲了 直接整合cesium与babylonjs可视化来讲
我整合一个类库 后续不断更新中
- npm i @haibalai/cesium-babylonjs
 
初始化cesium -babylonjs 类库, map 是cesium 的viewer对象
- import { BabylonMapManager } from "@haibalai/cesium-babylonjs";
 - BabylonMapManager.init(map);
 
添加特效
- import { BabylonMapManager } from "@haibalai/cesium-babylonjs";
 - const fragmentShader = `
 - uniform float iTime;
 - const vec2 iResolution = vec2(1.0,1.0);
 - varying vec2 iMouse;
 - varying vec2 vUv;
 - floatCircle(vec2 uv, vec2 pos, float r){
 - float d = length(uv - pos);
 - return r / d;
 - }
 - floatrandom(vec2 p)
 - {
 - return fract(sin(dot(vec2(100.,324.), p)) * 22141.);
 - }
 - voidmain(void) {
 - // vc - voronoi coords, mc - metaballs coords
 - vec2 vc = (vUv - 0.5) * 2.0;
 - vec2 mc = vc ;
 - vc.x *= iResolution.x/iResolution.y;
 - mc.x *= iResolution.x/iResolution.y;
 - // voronoi
 - vc *= 9.;
 - vec2 i = floor(vc);
 - vec2 gv = fract(vc) - .5;
 - float minDist = 1.;
 - for(float y = -1.; y <= 1.; y++)
 - {
 - for(float x = -1.; x <= 1.; x++)
 - {
 - vec2 o = vec2(x,y);
 - vec2 rp = vec2(random(i + o.xy), random(i + o.xy));
 - vec2 p = o + sin(rp * iTime) * .5;
 - float d = length(gv - p);
 
                    
                
                
            
        
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