多彩飓风旋涡状彩带灯带变幻canvas特效动
代码语言:html
所属分类:其他
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!D<<<YPEOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0,user-scalable=no,minimal-ui">
<title>多彩飓风旋涡状彩带灯带变幻canvas特效动画</title>
<style >
body {
margin:0;
}
canvas {
position: fixed;
}
</style>
</head>
<body>
<canvas id="webgl" width="500" height="1758"></canvas>
<script id="vertexShader" type="x-shader/x-vertex">
attribute vec4 a_position;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main() {
gl_Position = a_position;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_noise;
uniform sampler2D u_buffer;
uniform bool u_bufferpass;
#define PI 3.14159265359
#define TAU 6.28318530718
// These awesome complex Math functions curtesy of
// https://github.com/mkovacs/reim/blob/master/reim.glsl
vec2 cCis(float r);
vec2 cLog(vec2 c); // principal value
vec2 cInv(vec2 c);
float cArg(vec2 c);
float cAbs(vec2 c);
vec2 cMul(vec2 a, vec2 b);
vec2 cDiv(vec2 a, vec2 b);
vec2 cCis(float r)
{
return vec2( cos(r), sin(r) );
}
vec2 cExp(vec2 c)
{
return exp(c.x) * cCis(c.y);
}
vec2 cConj(vec2 c)
{
return vec2(c.x, -c.y);
}
vec2 cInv(vec2 c)
{
return cConj(c) / dot(c, c);
}
vec2 cLog(vec2 c)
{
return vec2( log( cAbs(c) ), cArg(c) );
}
float cArg(vec2 c)
{
return atan(c.y, c.x);
}
float cAbs(vec2 c)
{
return length(c);
}
vec2 cMul(vec2 a, vec2 b)
{
return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x);
}
vec2 cDiv(vec2 a, vec2 b)
{
return cMul(a, cInv(b));
}
float r1 = 0.1;
float r2 = 0.3;
vec2 Droste(vec2 uv) {
// r1 = .1 + u_mouse.x;
r2 = .15 + max(u_mouse.y + .5, -.0);
// float c = cos(u_time);
// float s = sin(u_time);
// uv *= mat2(c, -s, s, c);
// 5. Take the tiled strips back to ordinary space.
uv = cLog(uv);
// 4. Scale and rotate the strips
float scale = log(r2/r1);
float angle = atan(scale/PI);
uv = cDiv(uv, cExp(vec2(0,angle))*cos(angle));
// 3. this simulates zooming in the tile
// uv -= u_time;
// 2. Tile the strips
uv.x = mod(uv.x,log(r2/r1));
// 1. Take the annulus to a strip
uv = cExp(uv)*r1;
return uv;
}
vec3 hash3( vec2 p ) {
vec3 q = vec3( dot(p,vec2(127.1,311.7)),
dot(p,vec2(269.5,183.3)),
dot(p,vec2(419.2,371.9)) );
return fract(sin(q)*43758.5453);
}
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
const float colours = 3.;
const vec4 colour1 = vec4(.1,.2,.8, 1.);
const vec4 colour2 = vec4(.8,.3,.2, 1.);
const vec4 colour3 = vec4(.1,.7,.2, 1.);
vec4 getColour(float r) {
float or = r;
r = floor(r*(colours+1.));
if(r == 0.) {
return colour1;
} .........完整代码请登录后点击上方下载按钮下载查看
















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