Files
water-management-system/frontend/node_modules/@cesium/engine/Source/Shaders/SkyAtmosphereFS.js
T
bot_dev1 85df71fc28 feat: 实现供水运营专题大屏BI可视化
- 新增OperationDashboard.vue全屏大屏组件
- 添加6个核心KPI指标卡片: 进水总量/出水总量/产销差率/营收额/平均水质/报警次数
- 实现6个ECharts图表: 供水趋势/水质分布/报警统计/管网空间/设备状态/营收分析
- 创建静态HTML版本operation-dashboard.html,使用CDN加载Vue3/ECharts/Element Plus
- 更新路由配置,添加/operation路径支持
- 修复nextTick导入问题,优化build脚本

🚧 开发者: bot_dev1
📝 任务: #38 [BI] 运营仪表盘 + 供水专题大屏
2026-06-15 09:06:11 +08:00

62 lines
1.9 KiB
JavaScript

//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 v_outerPositionWC;\n\
\n\
uniform vec3 u_hsbShift;\n\
\n\
#ifndef PER_FRAGMENT_ATMOSPHERE\n\
in vec3 v_mieColor;\n\
in vec3 v_rayleighColor;\n\
in float v_opacity;\n\
in float v_translucent;\n\
#endif\n\
\n\
void main (void)\n\
{\n\
float lightEnum = u_radiiAndDynamicAtmosphereColor.z;\n\
vec3 lightDirection = czm_getDynamicAtmosphereLightDirection(v_outerPositionWC, lightEnum);\n\
\n\
vec3 mieColor;\n\
vec3 rayleighColor;\n\
float opacity;\n\
float translucent;\n\
\n\
#ifdef PER_FRAGMENT_ATMOSPHERE\n\
computeAtmosphereScattering(\n\
v_outerPositionWC,\n\
lightDirection,\n\
rayleighColor,\n\
mieColor,\n\
opacity,\n\
translucent\n\
);\n\
#else\n\
mieColor = v_mieColor;\n\
rayleighColor = v_rayleighColor;\n\
opacity = v_opacity;\n\
translucent = v_translucent;\n\
#endif\n\
\n\
vec4 color = computeAtmosphereColor(v_outerPositionWC, lightDirection, rayleighColor, mieColor, opacity);\n\
\n\
#ifndef HDR\n\
color.rgb = czm_pbrNeutralTonemapping(color.rgb);\n\
color.rgb = czm_inverseGamma(color.rgb);\n\
#endif\n\
\n\
#ifdef COLOR_CORRECT\n\
const bool ignoreBlackPixels = true;\n\
color.rgb = czm_applyHSBShift(color.rgb, u_hsbShift, ignoreBlackPixels);\n\
#endif\n\
\n\
// For the parts of the sky atmosphere that are not behind a translucent globe,\n\
// we mix in the default opacity so that the sky atmosphere still appears at distance.\n\
// This is needed because the opacity in the sky atmosphere is initially adjusted based\n\
// on the camera height.\n\
if (translucent == 0.0) {\n\
color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime);\n\
}\n\
\n\
out_FragColor = color;\n\
}\n\
";