three实现彩色阴影变幻动画效果代码
代码语言:html
所属分类:动画
代码描述:three实现彩色阴影变幻动画效果代码
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">
<style>
body {
color: rgba(240,240,240, 0.8);
margin: 0;
text-align: center;
background-color: black;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
p {
color: rgba(240,240,240, 0.8)
}
.header {
top: 45%;
}
.footer {
bottom:3%;
}
.description {
color: gray;
padding-top: 50px;
}
a, a:hover, a:visited {
color: white;
text-decoration: none;
}
.disable-selection {
-moz-user-select: none; /* Firefox */
-ms-user-select: none; /* Internet Explorer */
-khtml-user-select: none; /* KHTML browsers (e.g. Konqueror) */
-webkit-user-select: none; /* Chrome, Safari, and Opera */
-webkit-touch-callout: none; /* Disable Android and iOS callouts*/
}
h1::after {
content: ' Three JS';
font-size: 12px;
position:absolute;
top: 3px;
padding-left: 5px;
font-weight: 400;
}
h2::after {
content: '2';
font-size: 12px;
position:absolute;
top: 14px;
padding-left: 5px;
}
</style>
</head>
<body >
<div class="container fixed-top header disable-selection">
<div class="row">
<div class="col">
<h1><strong>Shader Moon</strong></h1>
<p role="button" onclick="randomMoon()">Generate Random Moon</p>
</div>
</div>
</div>
<!-- Original Code Experiment by Jaume Sanchez Elias-->
<!-- https://www.clicktorelease.com/blog/experiments-with-perlin-noise/-->
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="ortho-vs" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 0.5 );
}
</script>
<script id="noiseVertexShader" type="x-shader/x-vertex">
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 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 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3.........完整代码请登录后点击上方下载按钮下载查看
















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