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159
src/Global/efflect/index.js
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159
src/Global/efflect/index.js
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/*全局特效*/
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let rainStages = null;
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let snowStages = null;
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let fogStages = null;
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let nightVisionStages = null;
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// 雨
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const FS_Rain = `uniform sampler2D colorTexture;//输入的场景渲染照片
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varying vec2 v_textureCoordinates;
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uniform float tiltAngle;
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uniform float rainSize;
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uniform float rainWidth;
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uniform float rainSpeed;
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float hash(float x){
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return fract(sin(x*133.3)*13.13);
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}
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void main(void){
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float time = czm_frameNumber / rainSpeed;
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vec2 resolution = czm_viewport.zw;
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vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
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vec3 c=vec3(.6,.7,.8);
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float a= tiltAngle;
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float si=sin(a),co=cos(a);
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uv*=mat2(co,-si,si,co);
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uv*=length(uv+vec2(0,4.9))*rainSize+1.;
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float v=1.-sin(hash(floor(uv.x*rainWidth))*2.);
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float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;
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c*=v*b; //屏幕上雨的颜色
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gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); //将雨和三维场景融合
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}`
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// 雪
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const FS_Snow = `uniform sampler2D colorTexture;
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varying vec2 v_textureCoordinates;
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uniform float snowSize;
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uniform float snowSpeed;
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float snow(vec2 uv,float scale)
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{
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float time = czm_frameNumber / snowSpeed;
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float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;
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uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;
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uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;
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p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);
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k=smoothstep(0.,k,sin(f.x+f.y)*0.01*snowSize);
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return k*w;
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}
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void main(void){
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vec2 resolution = czm_viewport.zw;
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vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
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vec3 finalColor=vec3(0);
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//float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));
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float c = 0.0;
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c+=snow(uv,30.)*.0;
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c+=snow(uv,20.)*.0;
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c+=snow(uv,15.)*.0;
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c+=snow(uv,10.);
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c+=snow(uv,8.);
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c+=snow(uv,6.);
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c+=snow(uv,5.);
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finalColor=(vec3(c));
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gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5);
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}
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`;
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// 雾
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const FS_Fog = `
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uniform sampler2D colorTexture;
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uniform sampler2D depthTexture;
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uniform float visibility;
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uniform vec4 fogColor;
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varying vec2 v_textureCoordinates;
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void main(void)
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{
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vec4 origcolor = texture2D(colorTexture, v_textureCoordinates);
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float depth = czm_readDepth(depthTexture, v_textureCoordinates);
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vec4 depthcolor = texture2D(depthTexture, v_textureCoordinates);
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float f = visibility * (depthcolor.r - 0.3) / 0.2;
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if (f < 0.0) f = 0.0;
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else if (f > 1.0) f = 1.0;
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gl_FragColor = mix(origcolor, fogColor, f);
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}
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`;
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/*雨天*/
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function rain(sdk, status = false) {
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rainStages && sdk.viewer.scene.postProcessStages.remove(rainStages)
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if (status) {
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rainStages = new Cesium.PostProcessStage({
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name: "rain",
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fragmentShader: FS_Rain,
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uniforms: {
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tiltAngle: -0.4, // 倾斜角度
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rainSize: 0.3, // 雨大小
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rainWidth: 40, //雨长度
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rainSpeed: 100, //雨速
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},
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});
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sdk.viewer.scene.postProcessStages.add(rainStages);
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}
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}
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// 雪
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function snow(sdk, status = false) {
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snowStages && sdk.viewer.scene.postProcessStages.remove(snowStages)
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if (status) {
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snowStages = new Cesium.PostProcessStage({
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name: "snow",
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fragmentShader: FS_Snow,
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uniforms: {
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snowSize: 2, // 大小
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snowSpeed: 60, //速度
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},
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});
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sdk.viewer.scene.postProcessStages.add(snowStages);
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}
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}
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// 雾天
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function fog(sdk, status = false) {
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fogStages && sdk.viewer.scene.postProcessStages.remove(fogStages)
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if (status) {
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fogStages = new Cesium.PostProcessStage({
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name: "fog",
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fragmentShader: FS_Fog,
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uniforms: {
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visibility: 0.2, //
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fogColor: Cesium.Color.WHITE,
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},
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});
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sdk.viewer.scene.postProcessStages.add(fogStages);
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}
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}
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// 夜视
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function nightVision(sdk, status = false) {
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nightVisionStages && sdk.viewer.scene.postProcessStages.remove(nightVisionStages)
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if (status) {
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nightVisionStages = Cesium.PostProcessStageLibrary.createNightVisionStage();
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sdk.viewer.scene.postProcessStages.add(nightVisionStages);
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}
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}
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// 星空
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function skyStarry(sdk, status = false) {
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sdk.viewer.scene.skyAtmosphere.show = !status
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}
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// 光照
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function illumination(sdk, status = false) {
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sdk.viewer.shadows = status
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sdk.viewer._shadows = status
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}
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export { rain, snow, fog, nightVision, skyStarry, illumination }
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