threejs打造三维能量球燃烧释放动画效果
代码语言:html
所属分类:三维
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
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<link href="https://fonts.googleapis.com/css?family=Roboto+Mono&display=swap" rel="stylesheet">
<style>
html, body {
background: black;
overflow: hidden;
}
.info {
background-color: rgba(80, 80, 80, 0.2);
bottom: 0;
color: white;
font-family: 'Roboto Mono', sans-serif;
font-size: .8rem;
padding: .5rem;
position: absolute;
}
</style>
</head>
<body translate="no">
<canvas id="canvas"></canvas>
<p class="info">drag / scroll mouse to rotate / zoom</p>
<script src="https://mrdoob.github.com/three.js/examples/js/postprocessing/EffectComposer.js" cross-origin="anonymous"></script>
<script type="x-shader/x-vertex" id="sphere-vert">
uniform float u_time;
varying float v_noise;
void main() {
vec3 q = vec3(0.);
v_noise = turbulence(vec4(position, u_time * .5) * .005);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);
}
</script>
<script type="x-shader/x-fragment" id="sphere-frag">
#define TAU 6.283185307179586
uniform float u_time;
varying float v_noise;
void main() {
vec3 color = vec3(0.);
vec3 q = 1. - vec3(
.9 * v_noise,
.4 * v_noise,
.3 * v_noise
);
color = mix(q,
vec3(.2, .3, .1),
clamp(pow(v_noise, 2.) * 4., 0., 1.));
color = mix(color,
vec3(.512, .461, .999),
clamp(length(q), 0., 1.));
color *= (pow(v_noise, 3.) + .6 * pow(v_noise, 2.) + .5 * v_noise);
gl_FragColor = vec4(color, 1.);
}
</script>
<script type="x-shader/x-vertex" id="points-vert">
uniform float u_time;
attribute vec3 color;
attribute vec2 age;
varying vec3 v_color;
varying vec2 v_age;
void main() {
vec4 mvPosition = modelViewMatrix * vec4(position, 1.);
vec3 velocity = (normalize(position) + noiseVel(position, u_time, .005, 4.)) * age.s;
vec4 newPosition = vec4(position, 1.) + vec4(velocity, 0.);
v_color = color;
v_age = age;
gl_PointSize = 100. * (100. / -mvPosition.z);
gl_Position = projectionMatrix * modelViewMatrix * newPosition;
}
</script>
<script type="x-shader/x-fragment" id="points-frag">
uniform sampler2D u_texture;
varying vec3 v_color;
varying vec2 v_age;
float fadeInOut(float t, float m) {
float h = .5 * m;
return abs(mod((t + h), m) - h) / h;
}
void main() {
float alpha = fadeInOut(v_age.s, v_age.t);
gl_FragColor = vec4(v_color, alpha) * texture2D(u_texture, gl_PointCoord);
}
</script>
<script type="x-shader" id="noise-util">
#define TAU 6.283185307179586
#define NUM_OCTAVES 6
float turbulence(vec4 st) {
float value = 0.;
float amp = 1.;
for (int i = 0; i < NUM_OCTAVES; i++) {
value += amp * abs(cnoise(st));
st *= 2.;
amp *= .5;
}
return value;
}
vec3 noiseVel(vec3 st, float time, fl.........完整代码请登录后点击上方下载按钮下载查看
















网友评论0