js打造的一款舞台波浪背景效果代码
代码语言:html
所属分类:背景
代码描述:js打造的一款舞台波浪背景效果代码
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">
<style>
body {
margin:0;
}
canvas {
position: fixed;
}
</style>
</head>
<body translate="no" >
<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_bricks;
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
vec3 randcol(float i) {
i = fract(i/4.);
if(i < .25) {
return vec3(0,0,.5);
} else if(i < .5) {
return vec3(0,.5,.5);
} else if(i < .75) {
return vec3(0,0,.2);
} else if(i < 1.) {
return vec3(0,.3,.6);
}
}
vec2 hash12(float i) {
return texture2D(u_noise, vec2(i/255.)).xy;
}
#define PI 3.14159265359
void main() {
vec2 uv = getScreenSpace();
uv.y += sin(u_time*.2);
uv *= 10.;
vec2 guv = vec2(uv.x, fract(uv.y));
float id = floor(uv.y);
vec3 col = vec3(0);
for(float i = -2.; i < 1.; i++) {
vec2 suv = guv + vec2(0., i);
vec2 suv1 = guv + vec2(0., i-1.);
float sid = id - i;
float sid1 = id - i - 1.;
vec2 hash = hash12(sid);
vec2 hash1 = hash12(sid1);
vec2 p = suv - vec2(u_time*hash1.x, 0);
suv.x += u_time*10.*(hash.x*hash.x);
suv1.x += u_time*10.*(hash1.x*hash1.x);
float wave = sin(suv.x + sid) + cos(suv.x * hash.y) * (hash.y*10.);
float wave1 = sin(suv1.x + sid1) + cos(suv1.x * hash1.y) * (hash1.y*10.);
p = vec2(length(p*.02), ((p.y) + wave * .1))*.25;
float sfield = (suv.y + wave * .1);
float sfield1 = (suv.y + wave1 * .1);
float mask = smoothstep(.05, .0, sfield);
vec4 tex = texture2D(u_bricks, p);
col = mix(col, (randcol(sid)+.2) * tex.gbr * (suv.y * .5 + .3 + smoothstep(-1.5, -.3, sfield1)), mask);
}
gl_FragColor = vec4(col,1.0);
}
</script>
<script>
/**
* A basic Web GL class. This provides a very basic setup for GLSL shader code.
* Currently it doesn't support anything except for clip-space 3d, but this was
* done so that we could start writing fragments right out of the gate. My
* Intention is to update it with particle and polygonal 3d support later on.
*
* @class WTCGL
* @author Liam Egan <liam@wethecollective.com>
* @version 0.0.8
* @created Jan 16, 2019
*/
class WTCGL {
/**
* The WTCGL Class constructor. If construction of the webGL context fails
* for any reason this will return null.
*
* @TODO make the dimension properties properly optional
* @TODO provide the ability to allow for programmable buffers
*
* @constructor
* @param {HTMLElement} el The canvas element to use as the root
* @param {string} vertexShaderSource The vertex shader source
* @param {string} fragmentShaderSource The fragment shader source
* @param {number} [width] The width of the webGL context. This will default to the canvas dimensions
* @param {number} [height] The height of the webGL context. This will default to the canvas dimensions
* @param {number} [pxratio=1] The pixel aspect ratio of the canvas
* @param {boolean} [styleElement] A boolean indicating whether to apply a style property to the canvas (resizing the canvas by the inverse of the pixel ratio)
* @param {boolean} [webgl2] A boolean indicating whether to try to create a webgl2 context instead of a regulart context
*/
constructor(el, vertexShaderSource, fragmentShaderSource, width, height, pxratio, styleElement, webgl2) {
this.run = this.run.bind(this);
this._onRun = () => {};
// Destructure if an object is aprovided instead a series of parameters
if (el instanceof Object && el.el) {
({ el, vertexShaderSource, fragmentShaderSource, width, height, pxratio, webgl2, styleElement } = el);
}
// If the HTML element isn't a canvas, return null
if (!el instanceof HTMLElement || el.nodeName.toLowerCase() !== 'canvas') {
console.log('Provided element should be a canvas element');
return null;
}
this._el = el;
// The context should be ei.........完整代码请登录后点击上方下载按钮下载查看
















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