直接上代码吧:
// 自定义顶点着色器和片源着色器
let appearance = new Cesium.MaterialAppearance({
vertexShaderSource: `
attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute float batchId;
varying vec4 v_positionEC;
attribute vec4 color;
varying vec4 v_color;
void main()
{
v_color = color;
vec4 p = czm_computePosition(); // 获取模型相对于视点位置
vec4 eyePosition = czm_modelViewRelativeToEye * p; // 由模型坐标 得到视点坐标
v_positionEC = czm_inverseModelView * eyePosition; // 视点在 模型坐标系中的位置
gl_Position = czm_modelViewProjectionRelativeToEye * p; // 视点坐标转为屏幕坐标
}
`,
fragmentShaderSource: `
varying vec4 v_positionEC;
varying vec3 v_normalEC;
varying vec4 v_color;
void main() {
float l = sqrt(pow(v_positionEC.x,2.0) + pow(v_positionEC.y,2.0) + pow(v_positionEC.z,2.0)); // 距离模型坐标系原点的距离
float cy3 = fract((abs(l - 1000.0))/2000.0);
float alpha = cy3;
gl_FragColor = vec4(v_color.rgb,alpha);
}
`,
})
let primitive = viewer.scene.primitives.add(
new Cesium.Primitive({
geometryInstances: new Cesium.GeometryInstance({
geometry: Cesium.BoxGeometry.fromDimensions({
vertexFormat: Cesium.PerInstanceColorAppearance.VERTEX_FORMAT,
dimensions: new Cesium.Cartesian3(300.0, 300.0, 1000.0),
}),
modelMatrix: Cesium.Transforms.eastNorthUpToFixedFrame(
Cesium.Cartesian3.fromDegrees(118.999861111111, 29, 500)
),
attributes: {
color: Cesium.ColorGeometryInstanceAttribute.fromColor(
Cesium.Color.YELLOW.withAlpha(1)
),
},
}),
appearance: appearance,
})
);
本文转自 https://blog.csdn.net/caozl1132/article/details/127731699,如有侵权,请联系删除。
标签:柱子,color,渐变色,positionEC,vec4,varying,Cesium,new From: https://www.cnblogs.com/hustshu/p/16868500.html