var viewer = new Cesium.Viewer('cesiumContainer');
var waterPrimitive = new Cesium.Primitive({
//show:false,// 默认隐藏
allowPicking:false,
geometryInstances : new Cesium.GeometryInstance({
geometry : new Cesium.PolygonGeometry({
polygonHierarchy : new Cesium.PolygonHierarchy(Cesium.Cartesian3.fromDegreesArrayHeights(waterFace)),//waterFace是一个组成多边形顶点数组[lon,lat,alt]
//extrudedHeight: 0,//注释掉此属性可以只显示水面
perPositionHeight : true//注释掉此属性水面就贴地了
})
}),
// 可以设置内置的水面shader
appearance : new Cesium.EllipsoidSurfaceAppearance({
material : new Cesium.Material({
fabric : {
type : 'Water',
uniforms : {
//baseWaterColor:new Cesium.Color(0.0, 0.0, 1.0, 0.5),
//blendColor: new Cesium.Color(0.0, 0.0, 1.0, 0.5),
//specularMap: 'gray.jpg',
normalMap: 'waterNormals.jpg',
frequency: 1000.0,
animationSpeed: 0.01,
amplitude: 10.0
}
}
}),
fragmentShaderSource:'varying vec3 v_positionMC;
varying vec3 v_positionEC;
varying vec2 v_st;
void main()
{
czm_materialInput materialInput;
vec3 normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
materialInput.s = v_st.s;
materialInput.st = v_st;
materialInput.str = vec3(v_st, 0.0);
materialInput.normalEC = normalEC;
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);
vec3 positionToEyeEC = -v_positionEC;
materialInput.positionToEyeEC = positionToEyeEC;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
gl_FragColor = czm_phong(normalize(positionToEyeEC), material);
gl_FragColor.a=0.5;
#endif
}
'//重写shader,修改水面的透明度
})
});
water=viewer.scene.primitives.add(waterPrimitive);