mirror of
				https://github.com/jiawanlong/Cesium-Examples.git
				synced 2025-11-04 09:14:17 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			129 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
 | 
						|
	UniformsLib,
 | 
						|
	UniformsUtils,
 | 
						|
	Matrix4
 | 
						|
} from 'three';
 | 
						|
 | 
						|
/**
 | 
						|
 * Mesh Velocity Shader @bhouston
 | 
						|
 */
 | 
						|
 | 
						|
const VelocityShader = {
 | 
						|
 | 
						|
	uniforms: UniformsUtils.merge( [
 | 
						|
		UniformsLib.common,
 | 
						|
		UniformsLib.displacementmap,
 | 
						|
		{
 | 
						|
			modelMatrixPrev: { value: new Matrix4() },
 | 
						|
			currentProjectionViewMatrix: { value: new Matrix4() },
 | 
						|
			previousProjectionViewMatrix: { value: new Matrix4() }
 | 
						|
		}
 | 
						|
	] ),
 | 
						|
 | 
						|
	vertexShader: /* glsl */`
 | 
						|
#define NORMAL
 | 
						|
 | 
						|
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
 | 
						|
 | 
						|
	varying vec3 vViewPosition;
 | 
						|
 | 
						|
#endif
 | 
						|
 | 
						|
#include <common>
 | 
						|
#include <packing>
 | 
						|
#include <uv_pars_vertex>
 | 
						|
#include <displacementmap_pars_vertex>
 | 
						|
#include <normal_pars_vertex>
 | 
						|
#include <morphtarget_pars_vertex>
 | 
						|
#include <skinning_pars_vertex>
 | 
						|
#include <logdepthbuf_pars_vertex>
 | 
						|
#include <clipping_planes_pars_vertex>
 | 
						|
 | 
						|
uniform mat4 previousProjectionViewMatrix;
 | 
						|
uniform mat4 currentProjectionViewMatrix;
 | 
						|
 | 
						|
uniform mat4 modelMatrixPrev;
 | 
						|
 | 
						|
varying vec4 clipPositionCurrent;
 | 
						|
varying vec4 clipPositionPrevious;
 | 
						|
 | 
						|
void main() {
 | 
						|
 | 
						|
 | 
						|
	#include <uv_vertex>
 | 
						|
 | 
						|
	#include <beginnormal_vertex>
 | 
						|
	#include <morphnormal_vertex>
 | 
						|
	#include <skinbase_vertex>
 | 
						|
	#include <skinnormal_vertex>
 | 
						|
	#include <defaultnormal_vertex>
 | 
						|
	#include <normal_vertex>
 | 
						|
 | 
						|
	#include <begin_vertex>
 | 
						|
	#include <morphtarget_vertex>
 | 
						|
	#include <displacementmap_vertex>
 | 
						|
	#include <morphtarget_vertex>
 | 
						|
	#include <skinning_vertex>
 | 
						|
 | 
						|
#ifdef USE_SKINNING
 | 
						|
 | 
						|
	vec4 mvPosition = modelViewMatrix * skinned;
 | 
						|
	clipPositionCurrent  = currentProjectionViewMatrix * modelMatrix * skinned;
 | 
						|
	clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * skinned;
 | 
						|
 | 
						|
#else
 | 
						|
 | 
						|
	vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
 | 
						|
	clipPositionCurrent  = currentProjectionViewMatrix * modelMatrix * vec4( transformed, 1.0 );
 | 
						|
	clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * vec4( transformed, 1.0 );
 | 
						|
 | 
						|
#endif
 | 
						|
 | 
						|
	gl_Position = projectionMatrix * mvPosition;
 | 
						|
 | 
						|
	#include <logdepthbuf_vertex>
 | 
						|
	#include <clipping_planes_vertex>
 | 
						|
}
 | 
						|
`,
 | 
						|
	fragmentShader: /* glsl */`
 | 
						|
#define NORMAL
 | 
						|
 | 
						|
uniform float opacity;
 | 
						|
 | 
						|
#include <packing>
 | 
						|
#include <uv_pars_fragment>
 | 
						|
#include <map_pars_fragment>
 | 
						|
#include <alphamap_pars_fragment>
 | 
						|
#include <alphatest_pars_fragment>
 | 
						|
#include <logdepthbuf_pars_fragment>
 | 
						|
#include <clipping_planes_pars_fragment>
 | 
						|
 | 
						|
varying vec4 clipPositionCurrent;
 | 
						|
varying vec4 clipPositionPrevious;
 | 
						|
 | 
						|
void main() {
 | 
						|
 | 
						|
	vec4 diffuseColor = vec4( 1.0 );
 | 
						|
	diffuseColor.a = opacity;
 | 
						|
 | 
						|
	#include <map_fragment>
 | 
						|
	#include <alphamap_fragment>
 | 
						|
	#include <alphatest_fragment>
 | 
						|
 | 
						|
	vec2 ndcPositionCurrent  = clipPositionCurrent.xy/clipPositionCurrent.w;
 | 
						|
	vec2 ndcPositionPrevious = clipPositionPrevious.xy/clipPositionPrevious.w;
 | 
						|
	vec2 vel = ( ndcPositionCurrent - ndcPositionPrevious ) * 0.5;
 | 
						|
	vel = vel * 0.5 + 0.5;
 | 
						|
	vec2 v1 = packDepthToRG(vel.x);
 | 
						|
	vec2 v2 = packDepthToRG(vel.y);
 | 
						|
	gl_FragColor = vec4(v1.x, v1.y, v2.x, v2.y);
 | 
						|
 | 
						|
	#include <logdepthbuf_fragment>
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
`
 | 
						|
};
 | 
						|
 | 
						|
export { VelocityShader };
 |