canvas+webgl三维晶莹剔透玻璃方块透镜效果代码

代码语言:html

所属分类:三维

代码描述:canvas+webgl三维晶莹剔透玻璃方块透镜效果代码

代码标签: canvas webgl 三维 晶莹 剔透 玻璃 方块 透镜

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>
* {
    box-sizing: border-box;
  }
  
  html, body {
    margin: 0;
    min-height: 100vh;
    overflow: hidden;
    
    background:
    repeating-radial-gradient(
    circle at center,
      #444 0 10%,
      #111 10% 20%
    );
    
    touch-action: none;
  }
  
  canvas {
    width: 100%;
    height: auto;
    object-fit: contain;
  }
</style>

  
  
  

</head>

<body >
  <canvas id="canvas"></canvas>

  
      <script  >
/*********
 * made by Matthias Hurrle (@atzedent)
 */

/** @type {HTMLCanvasElement} */
const canvas = window.canvas;
const gl = canvas.getContext("webgl2");
const dpr = Math.max(1, window.devicePixelRatio);
/** @type {Map<string,PointerEvent>} */
const touches = new Map();

const vertexSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

in vec2 position;

void main(void) {
    gl_Position = vec4(position, 0., 1.);
}
`;
const fragmentSource = `#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/

#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

out vec4 fragColor;

uniform vec2 resolution;
uniform int pointerCount;
uniform vec2 touch;
uniform float time;

const float PI = radians(180.);
const float TAU = 2.*PI;
const float IOR = 1.45;
const float DENSE = .8;

#define MAX_STEPS 100
#define MAX_DIST 20.
#define SURF_DIST 1e-3

#define T 3.+time

vec2 MatMin(vec2 lhs, vec2 rhs) {
	if (lhs.x < rhs.x) return lhs;

	return rhs;
}

mat2 Rot(float a) {
	float s = sin(a), c = cos(a);
	
    return mat2(c, -s, s, c);
}

vec3 Pattern(vec2 uv) {
	uv *= .5;
	float t = 8.9;
	float fa = 1., fb = 1., fc = 1., fd = .0;

	for (int i = 0; i < 10; i++) {
		vec2 p = vec2(
			cos(uv.y * fa - fd + t / fb),
			sin(uv.x * fa - fd + t / fb)
		) / fc;
		p += vec2(-p.y, p.x) * .3;
		uv.xy += p;

		fa *= 2.;
		fb *= 1.5;
		fc *= 1.75;

		fd += .05 + .1 * t * fb;
	}
	float
	r = sin(uv.x - t) * .5 + .5,
	g = sin(uv.y + t) * .5 + .5,
	b = sin((uv.x + uv.y + sin(t * .5)) * .5) * .5 + .5;

	return vec3(r, g, b);
}

float Box(vec3 p, vec3 b, float r) {
	vec3 q = abs(p) - b;

	return length(
		max(q, .0)) +
	min(max(q.x, max(q.y, q.z)), .0)
	- r;
}

vec2 GetDist(vec3 p) {
	vec2 md = MatMin(
		vec2(
			Box(vec3(p.x, p.y+.45, p.z), vec3(1., .5, 1.), .125),
			1.
		),
		vec2(
			dot(
				p,
				normalize(vec3(.0, 1., .0))
			) + 1.08, 2.
		)
	);
	return md;
}

float SoftShadow(in vec3 ro, in vec3 rd, float mint, float maxt, float k) {
	float res = 1.;

	for (float t=mint; t<maxt;) {
			float h = GetDist(ro + rd*t).x;

			if(h < 1e-3) return .0;

			res = min(res, k*h/t);
			t += h;
	}

	return res;
}

vec2 RayMarch(vec3 ro, vec3 rd, float side) {
	float d = .0;
	vec2 mat;

	for (int i = 0; i < MAX_STEPS; i++) {
		vec3 p = ro + rd*d;
		mat = GetDist(p) * side;
		d += mat.x;

		if (d > MAX_DIST || abs(mat.x) < SURF_DIST) break;
	}

	return vec2(d, mat.y);
}

vec3 GetNormal(vec3 p) {
	float d = GetDist(p).x;
	vec2 e = vec2(1e-3, 0);

	vec3 n = d - vec3(
		GetDist(p-e.xyy).x,
		GetDist(p-e.yxy).x,
		GetDist(p-e.yyx).x);

	return normalize(n);
}

vec3 GetRayDir(vec2 uv, vec3 p, vec3 l, float z) {
	vec3 f = normalize(l-p),
	r = normalize(cross(vec3(0, 1, 0), f)),
	u = cross(f, r),
	c = f*z,
	i = c + uv.x*r + uv.y*u,
	d = normalize(i);
	return d;
}

vec3 Refract(vec3 p, vec3 n, inout vec3 ro, inout vec3 rd, inout float od) {
	vec3 rdIn = refract(rd, n, 1./IOR);
	vec3 pEnter = p-n*SURF_DIST*3.;
	vec2 dIn = RayMarch(pEnter, rdIn, -1.);
	vec3 pExit = pEnter + rdIn * dIn.x;
	vec3 nExit = -GetNormal(pExit);
	vec3 rdOut = refract(rdIn, nExit, IOR);

	if (dot(rdOut, rdOut) == .0) {
		rdOut = reflect(rdIn, nExit);
	}

	rd = rdOut;
	ro = pEnter;
	od = exp(-dIn.x * DENSE);

	return pExit;
}

vec3 Render(inout vec3 ro, inout vec3 rd, inout float ref) {
	vec2 d = RayMarch(ro, rd, 1.);
	vec3 col = vec3(0);

	if (d.x > MAX_DIST) return col;

	vec3 p = ro + rd * d.x;
	vec3 lightPos = ro;

	vec3 l = normalize(lightPos - p);
	vec3 n = GetNormal(p);
	vec3 r = reflect(rd, n);

	// light
	float fres = clamp(1.+dot(r, n), .0, 1.);
	float diffuse = smoothstep(.05, .95, dot(l, n) * .5 + .5);
  
  float shadow = SoftShadow(p+n*3e-3,l,1e-3,10.,4.);
	diffuse *= shadow;
  
	float spot = clamp(dot(normalize(ro), re.........完整代码请登录后点击上方下载按钮下载查看

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