mirror of https://github.com/CesiumGS/cesium.git
117 lines
4.3 KiB
HTML
117 lines
4.3 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge" />
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<meta
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name="viewport"
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content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"
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/>
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<meta name="description" content="Fog post process" />
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<meta name="cesium-sandcastle-labels" content="Showcases, Post Processing" />
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<title>Cesium Demo</title>
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<script type="text/javascript" src="../Sandcastle-header.js"></script>
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<script
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type="text/javascript"
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src="../../../Build/CesiumUnminified/Cesium.js"
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></script>
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</head>
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<body class="sandcastle-loading" data-sandcastle-bucket="bucket-requirejs.html">
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<style>
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@import url(../templates/bucket.css);
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</style>
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<div id="cesiumContainer" class="fullSize"></div>
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<div id="loadingOverlay"><h1>Loading...</h1></div>
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<div id="toolbar"></div>
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<script id="cesium_sandcastle_script">
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window.startup = async function (Cesium) {
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"use strict";
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//Sandcastle_Begin
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const viewer = new Cesium.Viewer("cesiumContainer");
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viewer.scene.camera.setView({
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destination: new Cesium.Cartesian3(
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1216356.033078094,
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-4736402.278325668,
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4081270.375520902,
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),
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orientation: new Cesium.HeadingPitchRoll(
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0.08033365594766728,
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-0.29519015695063455,
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0.00027759141518046704,
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),
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endTransform: Cesium.Matrix4.IDENTITY,
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});
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if (!viewer.scene.context.depthTexture) {
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window.alert("This browser does not support the fog post process.");
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}
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const fragmentShaderSource = `
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float getDistance(sampler2D depthTexture, vec2 texCoords)
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{
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float depth = czm_unpackDepth(texture(depthTexture, texCoords));
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if (depth == 0.0) {
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return czm_infinity;
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}
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vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, depth);
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return -eyeCoordinate.z / eyeCoordinate.w;
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}
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float interpolateByDistance(vec4 nearFarScalar, float distance)
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{
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float startDistance = nearFarScalar.x;
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float startValue = nearFarScalar.y;
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float endDistance = nearFarScalar.z;
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float endValue = nearFarScalar.w;
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float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0);
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return mix(startValue, endValue, t);
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}
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vec4 alphaBlend(vec4 sourceColor, vec4 destinationColor)
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{
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return sourceColor * vec4(sourceColor.aaa, 1.0) + destinationColor * (1.0 - sourceColor.a);
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}
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uniform sampler2D colorTexture;
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uniform sampler2D depthTexture;
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uniform vec4 fogByDistance;
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uniform vec4 fogColor;
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in vec2 v_textureCoordinates;
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void main(void)
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{
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float distance = getDistance(depthTexture, v_textureCoordinates);
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vec4 sceneColor = texture(colorTexture, v_textureCoordinates);
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float blendAmount = interpolateByDistance(fogByDistance, distance);
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vec4 finalFogColor = vec4(fogColor.rgb, fogColor.a * blendAmount);
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out_FragColor = alphaBlend(finalFogColor, sceneColor);
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}
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`;
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const ellipsoid = viewer.scene.globe.ellipsoid;
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const postProcessStage = viewer.scene.postProcessStages.add(
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new Cesium.PostProcessStage({
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fragmentShader: fragmentShaderSource,
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uniforms: {
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fogByDistance: new Cesium.Cartesian4(10, 0.0, 200, 1.0),
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fogColor: Cesium.Color.BLACK,
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},
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}),
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);
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try {
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const tileset = await Cesium.Cesium3DTileset.fromIonAssetId(40866);
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viewer.scene.primitives.add(tileset);
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} catch (error) {
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console.log(`Error loading tileset: ${error}`);
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} //Sandcastle_End
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};
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if (typeof Cesium !== "undefined") {
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window.startupCalled = true;
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window.startup(Cesium).catch((error) => {
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"use strict";
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console.error(error);
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});
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Sandcastle.finishedLoading();
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}
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</script>
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</body>
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</html>
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