three+webgl实现地球核爆炸动画效果代码
代码语言:html
所属分类:动画
代码描述:three+webgl实现地球核爆炸动画效果代码,只能运行在chrome浏览器上。
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>
html,
body {
height: 100%;
width: 100%;
}
body {
font-size: 62.5%;
background: #000;
overflow: hidden;
color: #fff;
font-family: serif;
-ms-scroll-chaining: none;
overscroll-behavior: none;
}
#loading {
background: #000;
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 9999;
display: flex;
justify-content: center;
align-items: center;
visibility: visible;
opacity: 1;
transition: visibility 1.6s, opacity 1.6s;
}
#loading .circle {
width: 50px;
height: 50px;
background: #fff;
border-radius: 50%;
opacity: 0;
transform: scale(0, 0);
-webkit-animation: circle-animation 1.6s ease-in-out 0s infinite normal none;
animation: circle-animation 1.6s ease-in-out 0s infinite normal none;
}
#loading.loaded {
visibility: hidden;
opacity: 0;
}
#container {
width: 100%;
height: 100%;
}
#container .box {
color: #fff;
font-size: 4.8rem;
position: fixed;
z-index: 1;
top: 50%;
left: 10%;
transform: translateY(-50%);
overflow: hidden;
}
#container .box h1 {
padding-bottom: 0.8rem;
}
#container .box p {
font-size: 0.8rem;
}
/** css animation */
@-webkit-keyframes circle-animation {
0% {
opacity: 0;
transform: scale(0, 0);
}
50% {
opacity: 1;
transform: scale(1, 1);
}
}
@keyframes circle-animation {
0% {
opacity: 0;
transform: scale(0, 0);
}
50% {
opacity: 1;
transform: scale(1, 1);
}
}
</style>
</head>
<body >
<div id="loading">
<div class="circle"></div>
</div>
<div id="container">
<div class="box">
<h1>Lavos</h1>
<p>Hello, I'm here to destroy the Earth!</p>
</div>
</div>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script>
<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 >
/** vertex shader source */
const vertexShader = `
attribute vec2 reference;
uniform float uTime;
uniform bool uPressed;
uniform sampler2D texturePosition;
varying vec3 vPosition;
varying vec3 vNormal;
varying vec2 vUv;
float PI = 3.14159265359;
void main(){
vec3 pos = texture2D(texturePosition, reference).xyz;
float dist = length(pos);
// Referred to https://t.co/9RSKLLVOrB?amp=1
float shrink = 2.0 / PI * atan(sin(PI * 2.0 * (uTime * 0.3 - dist * 0.9) * (1.0 / 4.0)) / 0.1);
float scale = 1.0 + shrink * 0.9;
pos *= scale;
vPosition = pos;
vUv = reference;
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = 2.0 * (4.0 / - mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
`;
/** fragment shader source */
const fragmentShader = `
uniform float uTime;
varying vec3 vPosition;
// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
v.........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