wtc-math+webgl实现三维立体空间向前推进摄像机视角效果代码
代码语言:html
所属分类:三维
代码描述:wtc-math+webgl实现三维立体空间向前推进摄像机视角效果代码
代码标签: wtc-math webgl 三维 立体 空间 摄像机 视角
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 {
background: #666;
margin: 0;
overflow: hidden;
}
canvas {
height: 100vh;
width: 100vw;
touch-action: none;
cursor: pointer;
}
.osc {
left: 0px;
position: fixed;
top: 0px;
}
.button {
position: fixed;
z-index: 10;
right: 0;
bottom: 0;
}
.controls {
position: fixed;
z-index: 10;
left: 0;
bottom: 0;
}
.playpause {
background: #AAB;
padding: 10px;
}
.playpause label {
display: block;
box-sizing: border-box;
width: 0;
height: 20px;
cursor: pointer;
border-color: transparent transparent transparent #202020;
transition: 100ms all ease;
will-change: border-width;
border-style: double;
border-width: 0px 0 0px 20px;
}
.playpause input[type='checkbox'] {
visibility: hidden;
}
.playpause.checked label {
border-style: double;
border-width: 0px 0 0px 20px;
}
.playpause label {
border-style: solid;
border-width: 10px 0 10px 20px;
}
/* } */
</style>
</head>
<body >
<script id="vertexShader_buffer" 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_AA" type="x-shader/x-vertex">
precision highp float;
#extension GL_EXT_shader_texture_lod : enable
#extension GL_OES_standard_derivatives : enable
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D b_render;
#define FXAA_REDUCE_MIN (1.0/ 128.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0
void texcoords(vec2 fragCoord, vec2 resolution,
out vec2 v_rgbNW, out vec2 v_rgbNE,
out vec2 v_rgbSW, out vec2 v_rgbSE,
out vec2 v_rgbM) {
vec2 inverseVP = 1.0 / resolution.xy;
v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
v_rgbM = vec2(fragCoord * inverseVP);
}
//optimized version for mobile, where dependent
//texture reads can be a bottleneck
vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,
vec2 v_rgbNW, vec2 v_rgbNE,
vec2 v_rgbSW, vec2 v_rgbSE,
vec2 v_rgbM) {
vec4 color;
mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
vec4 texColor = texture2D(tex, v_rgbM);
vec3 rgbM = texColor.xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
mediump vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * inverseVP;
vec3 rgbA = 0.5 * (
texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = vec4(rgbA, texColor.a);
else
color = vec4(rgbB, texColor.a);
return color;
}
void main() {
vec2 rcpFrame = 1./u_resolution.xy;
vec2 uv2 = gl_FragCoord.xy / u_resolution.xy;
vec3 col;
mediump vec2 v_rgbNW;
mediump vec2 v_rgbNE;
mediump vec2 v_rgbSW;
mediump vec2 v_rgbSE;
mediump vec2 v_rgbM;
texcoords(gl_FragCoord.xy, u_resolution.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
col = fxaa( b_render, gl_FragCoord.xy, u_resolution.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM).rgb;
gl_FragColor = vec4( col, 1. );
// vec3 colou.........完整代码请登录后点击上方下载按钮下载查看
















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