webgl实现炫酷流光立体液态小球转动动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl实现炫酷流光立体液态小球转动动画效果代码

代码标签: webgl 炫酷 流光 立体 液态 小球 转动 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">
  
  
  
  
<style>
::-webkit-scrollbar {
  width: 0.625rem;
  height: 0.625rem;
}
::-webkit-scrollbar-thumb {
  background: #111;
  border-radius: 0.3125rem;
  box-shadow: inset 0.125rem 0.125rem 0.125rem rgba(255, 255, 255, 0.25),
    inset -0.125rem -0.125rem 0.125rem rgba(0, 0, 0, 0.25);
  cursor: default;
}
::-webkit-scrollbar-track {
  background: #333;
}
::selection {
  background: #fff;
  color: #333;
}
html,
body {
  height: 100vh;
  height: 100dvh;
  margin: 0;
  overflow: hidden;
}
body {
  display: grid;
  grid-template-rows: calc(100dvh - 4rem) 4rem;
  font-family: system-ui, sans-serif;
}
canvas,
.editor,
#controls {
  grid-row: 1;
  grid-column: 1;
}
canvas {
  width: 100%;
  height: auto;
  object-fit: contain;
  background: black;
  touch-action: none;
}
.editor,
.overlay,
#error {
  background: repeating-linear-gradient(0deg, #000a, #1119, #000a .25rem);
  padding: 1em;
}
.editor {
  color: #fefefe;
  tab-size: 2;
  border: none;
  resize: none;
}
.editor:focus {
  outline: none;
}
#error {
  grid-row: 2;
  grid-column: 1;
  margin: 0;
  padding-block: 0;
  padding-top: .5em;
  color: firebrick;
  overflow: auto;
  text-wrap: pretty;
}
#indicator {
  visibility: hidden;
  position: absolute;
  top: calc(var(--top, 0px) - var(--scroll-top, 0px));
  width: 0;
  height: 0;
  border-top: 10px solid transparent;
  border-bottom: 10px solid transparent;
  border-left: 10px solid firebrick;
  transform: translateY(-25%);
}
.overlay {
  position: absolute;
  top: 0;
  left: 0;
  right: 0;
  margin: 0;
}
.editor,
.overlay {
  font-size: 1rem;
  line-height: 1.2;
  white-space: pre;
}
#controls {
  position: fixed;
  top: 1em;
  right: 2em;
}
.controls {
  position: relative;
  display: flex;
  gap: 1.5em;
  padding: .5em 1.25em;
  background: #1111;
  border-radius: 4px;
}
.controls::before,
.controls::after {
  content: '';
  position: absolute;
  z-index: -1;
  inset: 0;
  transform: scale(.95);
  border-radius: inherit;
  opacity: 0;
}
.controls::before {
  background: #aef;
  animation: pulse 2s infinite;
}
.controls::after {
  background: #fefefe66;
  transition: transform 200ms ease-in-out;
}
.controls:hover::before,
.controls:hover::after {
  opacity: 1;
}
.controls:hover::before {
  transform: scale(.98);
  filter: blur(2px);
}
.controls:hover::after {
  transform: scale(1.025, 1.1);
}
.controls:hover {
  background: #111f;
}
@keyframes pulse {
  0% {
    transform: scale(1);
  }
  50% {
    transform: scale(1.0125);
  }
  100% {
    transform: scale(1);
  }
}
.hidden {
  display: none !important;
}
.opaque {
  opacity: 1 !important;
  background: #111 !important;
}
input {
  all: unset;
  opacity: .2;
  filter: saturate(0) invert(1);
  cursor: pointer;
  transition: opacity 200ms ease-in-out;
  padding: .25em .5em;
}
input:hover {
  opacity: 1;
}
.icon {
  text-align: center;
  line-height: 1;
}
#btnToggleView {
  width: 1.25em;
}
#btnToggleView::after {
  content: '👁';
}
#btnToggleView:checked::after {
  content: '✏️';
}
#btnToggleResolution::after {
  content: '1️⃣';
}
#btnToggleResolution:checked::after {
  content: '2️⃣';
}
#btnReset::after {
  content: '⏮️';
}
</style>

  
</head>

<body translate="no">
  <canvas id="canvas"></canvas>
<textarea id="codeEditor" class="editor" spellcheck="false" autocorrect="off" autocapitalize="off" translate="no" oninput="render()"></textarea>
<pre id="error"></pre>
<div id="indicator"></div>
<div id="controls">
  <div class="controls">
    <input id="btnToggleView" class="icon" type="checkbox" name="toggleView" onclick="toggleView()">
    <input id="btnToggleResolution" class="icon" type="checkbox" name="toggleResolution" onchange="toggleResolution()">
    <input id="btnReset" class="icon" type="checkbox" name="reset" onclick="reset()">
  </div>
</div>
<script type="x-shader/x-fragment">#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/ 
precision highp float;
out vec4 O;
uniform vec2 resolution;
uniform vec2 move;
uniform int pointerCount;
uniform float time;
#define FC gl_FragCoord.xy
#define R resolution
#define T (2.+time)
#define N normalize
#define MN min(R.x,R.y)
#define rot(a) mat2(cos((a)-vec4(0,11,33,0)))
#define hue(a) (.25+.6*cos(6.3*(a)+vec3(0,83,21)))

float map(vec3 p) {
	float d=length(p)-(1.-sin(T*20.+40.*dot(p.xz,p.yz))*.02);
	return d*.2;
}
vec3 norm(vec3 p) {
	float h=1e-3; vec2 k=vec2(-1,1);
	return N(
		k.xyy*map(p+k.xyy*h)+
		k.yxy*map(p+k.yxy*h)+
		k.yyx*map(p+k.yyx*h)+
		k.xxx*map(p+k.xxx*h)
	);
}
void cam(inout vec3 p) {
	p.yz*=rot(move.y*6.3/MN);
	p.xz*=rot(-move.x*6.3/MN+T);
}
float shadow(vec3 p, vec3 rd) {
	float shd=1., maxd=length(rd-p);
	vec3 l=N(rd-p);
	for (float i=1e-3; i<maxd;) {
		float d=map(p+l*i);
		if (d<1e-3) {
			shd=.0;
			break;
		}
		shd=min(shd,24.*d/i);
		i+=d;
	}
	return shd;
}
void main(void) {
	vec2 uv=(FC-.5*R)/MN;
	vec3 col=vec3(0),
	p=vec3(0,0,-4),
	rd=N(vec3(uv,1.3)),
	lp=vec3(-10,10,-10);
	cam(p); cam(rd); cam(lp);
	float dd=.0, at=.0;
	for (float i=.0; i++<400.;) {
		float d=map(p);
		if (abs(d)<1e-3) {
			vec3 n=norm(p), l=N(lp-p);
			float shd=shadow(p+n*3e-3,lp);
			col+=(.5+shd*max(.0,dot(l,n)))*hue(T*2.+dot(p.xz,p.yz)*4.);
			col+=pow(clamp(dot(reflect(rd,n),l)*.5+.5,.0,1.),63.);
			break;
		}
		if (d>3.) break;
		p+=rd*d;
		dd+=d;
		at+=.05*(.05/dd);
	}
	col/=1.+exp(-col*col);
	col=sqrt(col);
	at*=5.;
	col+=at*at;
  O = vec4(col, 1);
}</script>
  
      <script >
/*********
 * made by Matthias Hurrle (@atzedent)
 */
let editMode = false // set to false to hide the code editor on load
let resolution = .5 // set 1 for full resolution or to .5 to start with half resolution on load
let renderDelay = 1000 // delay in ms before rendering the shader after a change
let dpr = Math.max(1, resolution * window.devicePixelRatio)
let frm, source, editor, store, renderer, pointers
const shaderId = 'It Is All Just a Reflection'
window.onload = init

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

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

  if (renderer) {
    renderer.updateScale(dpr)
  }
}
function toggleView() {
  editor.hidden = btnToggleView.checked
}
function reset() {
  let shader = source
  editor.text = shader ? shader.textContent : renderer.defaultSource
  store.putShaderSource(shaderId, editor.text)
  renderThis()
}
function toggleResolution() {
  resolution = btnToggleResolution.checked ? .5 : 1
  dpr = Math.max(1, resolution * window.devicePixelRatio)
  pointers.updateScale(dpr)
  resize()
}
function loop(now) {
  renderer.updateMouse(pointers.first)
  renderer.updatePointerCount(pointers.count)
  renderer.updatePointerCoords(pointers.coords)
  renderer.updateMove(pointers.move)
  renderer.render(now)
  frm = requestAnimationFrame(loop)
}
function renderThis() {
  editor.clearError()
  store.putShaderSource(shaderId, editor.text)

  const result = renderer.test(editor.text)

  if (result) {
    editor.setError(result)
  } else {
    renderer.updateShader(editor.text)
  }
  cancelAnimationFrame(frm) // Always cancel the previous frame!
  loop(0)
}
const debounce = (fn, delay) => {
  let timerId
  return (...args) => {
    clearTimeout(timerId)
    timerId = setTimeout(() => fn.apply(this, args), delay)
  }
}
const render = debounce(renderThis, renderDelay)
function init() {
  source = document.querySelector("script[type='x-shader/x-fragment']")

  document.title = "🎢"

  renderer = new Renderer(canvas, dpr)
  pointers = new PointerHandler(canvas, dpr)
  store    = new Store(window.location)
  editor   = new Editor(codeEditor, error, indicator)
  editor.text = source.textContent
  renderer.setup()
  renderer.init()

  if (!editMode) {
    btnToggleView.checked = true
    toggleView()
  }
  if (resolution === .5) {
    btnToggleResolution.checked = true
    toggleResolution()
  }
  canvas.addEventListener('shader-error', e => editor.setError(e.detail))

  resize()

  if (renderer.test(source.textContent) === null) {
    renderer.updateShader(source.textContent)
  }
  loop(0)
  window.onresize = resize
  window.addEventListener("keydown", e => {
    if (e.key === "L" && e.ctrlKey) {
      e.preventDefault()
      btnToggleView.checked = !btnToggleView.checked
      toggleView()
    }
  })
}
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.mouseMove = [0, 0]
    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()
  }
  updateMove(deltas) {
    this.mouseMove = deltas
  }
  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.width * scale, this.canvas.height * scale)
  }
  compile(shader, source) {
    const gl = this.gl
    gl.shaderSource(shader, source)
    gl.compileShader(shader)

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      console.error(gl.getShaderInfoLog(shader))
      this.canvas.dispatchEvent(new CustomEvent('shader-error', { detail: gl.getShaderInfoLog(shader) }))
    }
  }
  test(source) {
    let result = null
    const gl = this.gl
    const shader = gl.createShader(gl.FRAGMENT_SHADER)
    gl.shaderSource(shader, source)
    gl.compileShader(shader)

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      result = gl.getShaderInfoLog(shader)
    }
    if (gl.getShaderParameter(shader, gl.DELETE_STATUS)) {
      gl.deleteShader(shader)
    }
    return result
  }
  reset() {
    const { gl, program, vs, fs } = this
    if (!program || gl.getProgramParameter(program, gl.DELETE_STATUS)) return
    if (gl.getShaderParameter(vs, gl.DELETE_STATUS)) {
      gl.detachShader(program, vs)
      gl.deleteShader(vs)
    }
    if (gl.getShaderParameter(fs, gl.DELETE_STATUS)) {
      gl.detachShader(program, fs)
      gl.deleteShader(fs)
    }
    gl.deleteProgram(program)
  }
  setup() {
    const gl = this.gl
    this.vs = gl.createShader(gl.VERTEX_SHADER)
    this.fs = gl.createShader(gl..........完整代码请登录后点击上方下载按钮下载查看

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