shader/shadertoy移植/cloud.js
严争鸣 36b5eb0abb init
2024-12-09 14:57:06 +08:00

191 lines
6.7 KiB
JavaScript

const viewer = new Cesium.Viewer('cesiumContainer')
let xMin = 115.894604,
yMin = 39.516896,
xMax = 117.431959,
yMax = 40.630521
let rect = new Cesium.Rectangle(
Cesium.Math.toRadians(xMin),
Cesium.Math.toRadians(yMin),
Cesium.Math.toRadians(xMax),
Cesium.Math.toRadians(yMax)
)
const rectangle = new Cesium.RectangleGeometry({
rectangle: rect,
height: 10000.0,
})
const geometry = Cesium.RectangleGeometry.createGeometry(rectangle)
viewer.scene.primitives.add(
new Cesium.Primitive({
asynchronous: false,
geometryInstances: new Cesium.GeometryInstance({
geometry: geometry,
}),
appearance: new Cesium.MaterialAppearance({
material: new Cesium.Material({
fabric: {
uniforms: {
image: './texture.png',
},
},
}),
fragmentShaderSource: `
in vec3 v_positionEC;//顶点 相机(眼睛)坐标系
in vec3 v_normalEC;//顶点法线 相机(眼睛)坐标系
in vec2 v_st;//纹理坐标 uv
/**
This tab contains all the necessary noise functions required to model a cloud shape.
*/
// Hash by David_Hoskins
#define UI0 1597334673U
#define UI1 3812015801U
#define UI2 uvec2(UI0, UI1)
#define UI3 uvec3(UI0, UI1, 2798796415U)
#define UIF (1.0 / float(0xffffffffU))
vec3 hash33(vec3 p)
{
uvec3 q = uvec3(ivec3(p)) * UI3;
q = (q.x ^ q.y ^ q.z)*UI3;
return -1. + 2. * vec3(q) * UIF;
}
float remap(float x, float a, float b, float c, float d)
{
return (((x - a) / (b - a)) * (d - c)) + c;
}
// Gradient noise by iq (modified to be tileable)
float gradientNoise(vec3 x, float freq)
{
// grid
vec3 p = floor(x);
vec3 w = fract(x);
// quintic interpolant
vec3 u = w * w * w * (w * (w * 6. - 15.) + 10.);
// gradients
vec3 ga = hash33(mod(p + vec3(0., 0., 0.), freq));
vec3 gb = hash33(mod(p + vec3(1., 0., 0.), freq));
vec3 gc = hash33(mod(p + vec3(0., 1., 0.), freq));
vec3 gd = hash33(mod(p + vec3(1., 1., 0.), freq));
vec3 ge = hash33(mod(p + vec3(0., 0., 1.), freq));
vec3 gf = hash33(mod(p + vec3(1., 0., 1.), freq));
vec3 gg = hash33(mod(p + vec3(0., 1., 1.), freq));
vec3 gh = hash33(mod(p + vec3(1., 1., 1.), freq));
// projections
float va = dot(ga, w - vec3(0., 0., 0.));
float vb = dot(gb, w - vec3(1., 0., 0.));
float vc = dot(gc, w - vec3(0., 1., 0.));
float vd = dot(gd, w - vec3(1., 1., 0.));
float ve = dot(ge, w - vec3(0., 0., 1.));
float vf = dot(gf, w - vec3(1., 0., 1.));
float vg = dot(gg, w - vec3(0., 1., 1.));
float vh = dot(gh, w - vec3(1., 1., 1.));
// interpolation
return va +
u.x * (vb - va) +
u.y * (vc - va) +
u.z * (ve - va) +
u.x * u.y * (va - vb - vc + vd) +
u.y * u.z * (va - vc - ve + vg) +
u.z * u.x * (va - vb - ve + vf) +
u.x * u.y * u.z * (-va + vb + vc - vd + ve - vf - vg + vh);
}
// Tileable 3D worley noise
float worleyNoise(vec3 uv, float freq)
{
vec3 id = floor(uv);
vec3 p = fract(uv);
float minDist = 10000.;
for (float x = -1.; x <= 1.; ++x)
{
for(float y = -1.; y <= 1.; ++y)
{
for(float z = -1.; z <= 1.; ++z)
{
vec3 offset = vec3(x, y, z);
vec3 h = hash33(mod(id + offset, vec3(freq))) * .5 + .5;
h += offset;
vec3 d = p - h;
minDist = min(minDist, dot(d, d));
}
}
}
// inverted worley noise
return 1. - minDist;
}
// Fbm for Perlin noise based on iq's blog
float perlinfbm(vec3 p, float freq, int octaves)
{
float G = exp2(-.85);
float amp = 1.;
float noise = 0.;
for (int i = 0; i < octaves; ++i)
{
noise += amp * gradientNoise(p * freq, freq);
freq *= 2.;
amp *= G;
}
return noise;
}
// Tileable Worley fbm inspired by Andrew Schneider's Real-Time Volumetric Cloudscapes
// chapter in GPU Pro 7.
float worleyFbm(vec3 p, float freq)
{
return worleyNoise(p*freq, freq) * .625 +
worleyNoise(p*freq*2., freq*2.) * .25 +
worleyNoise(p*freq*4., freq*4.) * .125;
}
void main( )
{
vec2 uv = v_st;
float iTime=czm_frameNumber/100.;
uv -= .02 * iTime;
vec2 m = vec2(0.5);
vec4 col = vec4(0.);
float slices = 128.; // number of layers of the 3d texture
float freq = 4.;
float pfbm= mix(1., perlinfbm(vec3(uv, floor(m.y*slices)/slices), 4., 7), .5);
pfbm = abs(pfbm * 2. - 1.); // billowy perlin noise
col.g += worleyFbm(vec3(uv, floor(m.y*slices)/slices), freq);
col.b += worleyFbm(vec3(uv, floor(m.y*slices)/slices), freq*2.);
col.a += worleyFbm(vec3(uv, floor(m.y*slices)/slices), freq*4.);
col.r += remap(pfbm, 0., 1., col.g, 1.); // perlin-worley
float perlinWorley = col.r;
// worley fbms with different frequencies
vec3 worley = col.yzw;
float wfbm = worley.x * .625 +
worley.y * .125 +
worley.z * .25;
// cloud shape modeled after the GPU Pro 7 chapter
float cloud = remap(perlinWorley, wfbm - 1., 1., 0., 1.);
cloud = remap(cloud, .65, 1., 0., 1.); // fake cloud coverage
vec3 col_ = vec3(0.);
col_ += cloud;
out_FragColor = vec4(col_,col.r); }`,
}),
})
)