webgl实现canvas无休止放松催眠动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl实现canvas无休止放松催眠动画效果代码

代码标签: webgl canvas 无休止 放松 催眠 动画

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="x-shader/x-fragment">#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/   
precision highp float;
out vec4 O;
uniform float time;
uniform vec2 resolution;
#define FC gl_FragCoord.xy
#define R resolution
#define T time
#define S smoothstep
void main() {
	vec2 uv=(2.*FC-R)/min(R.x,R.y),p=uv;
	
	float
	a=atan(uv.y,uv.x)/6.28318,
	b=.125/length(uv);
	uv=vec2(a*9.+b,a-b-T*.6);
	uv=fract(uv*2.)-.5;
	
	float t=T*.1;
	uv=2.*(uv-.15*(vec2(sin(t+uv.x),cos(t-uv.y))));
	
	for (float i=.0; i++<5.;) {
		uv.x+=.3*sin(t*2.+i*uv.y*1.5)-t;
		uv.y+=.3*sin(t*2.-i*uv.x*1.5)+t;
	}
	
	float d=sin(t+uv.x+uv.y)*S(.05,.2,length(p));
	d/=1.+exp(-d);
	
	O=vec4(vec3(d),1);
}</script>
  
      <script id="rendered-js" >
window.onload = init
function init() {
  let renderer, canvas
  const dpr = Math.max(1, devicePixelRatio)

  const resize = () => {
    const { innerWidth: width, innerHeight: height } = window

    canvas.width = width * dpr
    canvas.height = height * dpr

    if (renderer) {
      renderer.updateScale(dpr)
    }
  }

  const source = document.querySelector("script[type='x-shader/x-fragment']").textContent

  canvas = document.createElement("canvas")
  document.title = "😌"
  document.body.innerHTML = ""
  document.body.appendChild(canvas)
  document.body.style = "margin:0;touch-action:none;overflow:hidden"
  canvas.style.width = "100%"
  canvas.style.height = "auto"
  canvas.style.userSelect = "none"

  renderer = new Renderer(canvas, dpr)
  renderer.setup()
  renderer.init()

  resize()

  if (renderer.test(source) === null) {
    renderer.updateShader(source)
  }

  window.onresize = resize

  const loop = (now) => {
    renderer.render(now)
    requestAnimationFrame(loop)
  }
  loop(0)
}
class Renderer {
  #vertexSrc = "#version 300 es\nprecision highp float;\nin vec4 position;\nvoid main(){gl_Position=position;}"
  #fragmtSrc = "#version 300 es\nprecision highp float;\nout vec4 O;\nuniform float time;\nuniform vec2 resolution;\nvoid main() {\n\tvec2 uv=gl_FragCoord.xy/resolution;\n\tO=vec4(uv,sin(time)*.5+.5,1);\n}"
  #vertices = [-1, 1, -1, -1, 1, 1, 1, -1]
  constructor(canvas, scale) {
    this.canvas = canvas
    this.scale = scale
    this.gl = canvas.getContext("webgl2")
    this.gl.viewport(0, 0, canvas.width * scale, canvas.height * scale)
    this.shaderSource = this.#fragmtSrc
    this.mouseCoords = [0, 0]
    this.pointerCoords = [0, 0]
    this.nbrOfPointers = 0
  }
  get defaultSource() { return this.#fragmtSrc }
  updateShader(source) {
    this.reset()
    this.shaderSource = source
    this.setup()
    this.init()
  }
  updateMouse(coords) {
    this.mouseCoords = coords
  }
  updatePointerCoords(coords) {
    this.pointerCoords = coords
  }
  updatePointerCount(nbr) {
    this.nbrOfPointers = nbr
  }
  updateScale(scale) {
    this.scale = scale
    this.gl.viewport(0, 0, this.canvas.wid.........完整代码请登录后点击上方下载按钮下载查看

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