three+webgl实现晶莹剔透的茶杯旋转效果代码
代码语言:html
所属分类:三维
代码描述:three+webgl实现晶莹剔透的茶杯旋转效果代码
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">
<style>
body {
margin: 0;
padding: 0;
}
#container {
position: fixed;
touch-action: none;
}
</style>
</head>
<body >
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.88.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform sampler2D u_noise;
const int octaves = 2;
const float seed = 43758.5453123;
const float seed2 = 73156.8473192;
// Epsilon value
const float eps = 0.05;
const vec3 ambientLight = 0.99 * vec3(1.0, 1.0, 1.0);
const vec3 light1Pos = vec3(10., 5.0, -25.0);
const vec3 light1Intensity = vec3(0.35);
const vec3 light2Pos = vec3(-20., -25.0, 85.0);
const vec3 light2Intensity = vec3(0.2);
// movement variables
vec3 movement = vec3(.0);
// Gloable variables for the raymarching algorithm.
const int maxIterations = 256;
const int maxIterationsShad = 16;
const float stepScale = .7;
const float stopThreshold = 0.001;
vec3 hash33(vec3 p){
return texture2D(u_noise, p.xy * p.z * 256.).rgb;
}
float pn( in vec3 p ) {
vec3 i = floor(p); p -= i; p *= p*(3. - 2.*p);
p.xy = texture2D(u_noise, (p.xy + i.xy + vec2(37, 17)*i.z + .5)/256., -100.).yx;
return mix(p.x, p.y, p.z);
}
// T.........完整代码请登录后点击上方下载按钮下载查看
















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