three+webgl实现三维不规则液体旋转变形动画效果代码
代码语言:html
所属分类:三维
代码描述:three+webgl实现三维不规则液体旋转变形动画效果代码
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">
</head>
<body >
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.128.js"></script>
<script >
// Reference
// https://towardsdatascience.com/fun-with-html-canvas-lets-make-lava-lamp-plasma-e4b0d89fe778
// https://www.youtube.com/watch?v=8K5wJeVgjrM&t=615s
// Thank you so much.
// sphere vertex shader source
const vertexSphereShader = `
uniform float uTime;
uniform float mouse;
varying vec2 vUv;
float PI = 3.14159265359;
// Reference
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
// Thank you so much.
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
void main(){
float noisy = mouse * pow(noise(normal * 2.0 + uTime * 10.0), 2.0);
vec3 newPosition = position + noisy * normal * 100.0;
vec4 mvPosition = modelViewMatrix * vec4(newPosition, 1.0);
vUv = uv;
gl_Position = projectionMatrix * mvPosition;
}
`;
// sphere fragment shader source
const fragmentSphereShader = `
uniform float uTime;
uniform sampler2D uTexture;
varying vec2 vUv;
void main () {
vec4 color = texture2D(uTexture, vUv);
gl_FragColor = vec4(color / 3.0);
}
`;
// sphere vertex shader source
const vertexFloorShader = `
uniform float uTime;
uniform float mouse;
varying vec2 vUv;
float PI = 3.14159265359;
// Reference
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
// Thank you so much.
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z .........完整代码请登录后点击上方下载按钮下载查看
















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