threejs+webgl打造一个三维噪点魔法球烟雾动画效果代码
代码语言:html
所属分类:三维
代码描述:threejs+webgl打造一个三维噪点魔法球烟雾动画效果代码
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">
<meta name="viewport" content="width=device-width, initial-scale=1">
<link type="text/css" rel="stylesheet" href="//repo.bfw.wiki/bfwrepo/css/aqua-1.5.5.css">
<style>
body {
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
margin: 0;
}
:root {
--blue-grad-4: linear-gradient(45deg, #93a5cf 0%, #e4efe9 100%);
}
.bg-blue-grad-4 {
background: var(--blue-grad-4);
}
</style>
</head>
<body >
<div class="relative w-screen h-screen">
<div class="noise-marble w-screen h-screen bg-blue-grad-4"></div>
</div>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.126.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.126.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/GLTFLoader.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/RGBELoader.js"></script>
<script >
const noiseMarbleVertexTopShader = `
varying vec3 vPosition;
varying vec3 vDirection;
`;
const noiseMarbleVertexMainShader = `
vPosition=position;
vDirection=position-cameraPosition;
`;
const noiseMarbleFragmentTopShader = `
uniform sampler2D uHeightMap;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform float uDepth;
uniform float uSmooth;
uniform float uTime;
uniform float uSpeed;
uniform sampler2D uDisplacementMap;
uniform float uStrength;
uniform float uSlice;
varying vec3 vPosition;
varying vec3 vDirection;
`;
const noiseMarbleFragmentMainShader = `
float rayMarch(vec3 eye,vec3 ray){
float iter=64.;
float ratio=1./iter;
vec3 p=eye;
float depth=0.;
for(float i=0.;i<iter;i++){
p+=ray*ratio*uDepth;
vec2 uv=equirectUv(normalize(p));
// displacement point
vec2 xOffset=vec2(uTime*uSpeed,0.);
vec3 displacement1=texture2D(uDisplacementMap,uv+xOffset).rgb;
vec2 flipY=vec2(1.,-1.);
vec3 displacement2=texture2D(uDisplacementMap,uv*flipY-xOffset).rgb;
displacement1-=.5;
displacement2-=.5;
vec3 displacement=displacement1+displacement2;
vec3 displaced=p+displacement*uStrength;
uv=equirectUv(normalize(displaced));
float h=texture2D(uHeightMap,uv).r;
float cutoff=1.-i*ratio;
float slice=smoothstep(cutoff,cutoff+uSmooth,h);
float dist=slice*ratio*uSlice;
depth+=dist;
}
return depth;
}
`;
const noiseMarbleFragmentColorShader = `
vec3 ro=vPosition;
vec3 rd=normalize(vDirection);
float depth=rayMarch(ro,rd);
vec3 result=mix(uColor1,uColor2,depth);
vec4 diffuseColor=vec4(result,1.);
`;
const displacementMapUrl = "//repo.bfw.wiki/bfwrepo/image/6114547459a9c.png";
const hdrUrl = "//repo.bfw.wiki/bfwrepo/images/orbita_1k.hdr";
const heightMapUrl = "//repo.bfw.wiki/bfwrepo/image/6114545572f7e.png";
const calcAspect = (el) => el.clientWidth / el.clientHeight;
const getNormalizedMousePos = (e) => {
return {
x: (e.clientX / window.innerWidth) * 2 - 1,
y: -(e.clientY / window.innerHeight) * 2 + 1
};
};
class Base {
constr.........完整代码请登录后点击上方下载按钮下载查看
















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