lightingModel: Cesium.LightingModel.UNLIT, fragmentShaderText: ` void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { float _baseHeight = 0.0; // 物体的基础高度,需要修改成一个合适的建筑基础高度 float _heightRange = 60.0; // 高亮的范围 float _glowRange = 300.0; // 光...
CustomShader({ //片元着色器 fragmentShaderText: ` void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { vec3 positionMC = fsInput.attributes.positionMC; material.diffuse = vec3(0.0, 1.0-positionMC.y*0.005, 1.0-positionMC.y*0.0015); float _baseHeight = 180.0; // ...
u_colorIndex ); vsOutput.positionMC += 0.1 * vsInput.attributes.normal; }`, fragmentShaderText: `void fragmentMain( FragmentInput fsInput, inout czm_modelMaterial material ) { material.normal = texture2D( u_normalMap, fsInput.attributes.texCoord_0 ); material.diffuse = v_selectedColor; }...
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { material.normal = texture(u_normalMap, fsInput.attributes.texCoord_0); material.diffuse = v_selectedColor; } ` }); 具体的参数及含义如下: 更为具体的CustomShader使用可参考CustomShader指南:CustomShaderGuide 通过阅读这份指南...
voidmain() {// Material colors and other settings to pass through the pipelinesczm_modelMaterial material = defaultModelMaterial();// Process varyings and store them in a struct for any stage that needs// attribute values.ProcessedAttributes attributes; ...
vec4 p = czm_computePosition();\ v_st=st;\ p = czm_modelViewProjectionRelativeToEye * p;\ gl_Position = p;\ }\ "; }functiongetFS() {return"varying vec2 v_st;\ void main()\ {\ czm_materialInput materialInput;\ czm_material material=czm_getMaterial(materialInput,v_st);\ ...
Cesium.Material.PolylineTrailSource = "czm_material czm_getMaterial(czm_materialInput materialInput)\n" + "{\n" + "czm_material material = czm_getDefaultMaterial(materialInput);\n" + "vec2 st = materialInput.st;\n" + "vec4 colorImage = texture2D(image, vec2(fract(st.s - time), ...
model.customShader = new Cesium.CustomShader({ fragmentShaderText: ` #define ROOF 0 #define WALL 1 void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { int featureId = fsInput.featureIds.featureId_0; if (featureId == ROOF) { material.diffuse *= vec3(1.0, 1.0, ...
})constboxGeometryInstance =newGeometryInstance({geometry: boxGeometry,modelMatrix: boxModelMatrix,// 应用 ENU + 平移矩阵})// 准备 fabric shader 材质和外观对象constshader =`czm_material czm_getMaterial(czm_materialInput materialInput) { czm_material material = czm_getDefaultMaterial(materialInput);...
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { // Make the points circular instead of square // float // Make a sinusoid color palette that moves in the general direction // of the wave, but at a different speed. ...