three+webgl实现三维圆锥流体彩绘动画效果代码

代码语言:html

所属分类:三维

代码描述:three+webgl实现三维圆锥流体彩绘动画效果代码

代码标签: three webgl 三维 圆锥 流体 彩绘 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>
*{ margin: 0px;}

#tractor{
  position: absolute;
  ;
  font-size: 5em;
  margin:auto;
  height: 100%;
  width: 100%;
  left: 50%;
  top: 50%;
  animation: circle 5.11s infinite;
}


@keyframes circle {
	0% {
    transform: rotate(0deg) translate(180px) rotate(0deg);
  }
  100% {
    transform: rotate(360deg) translate(180px) rotate(-360deg);
  }
}
</style>


  
  
</head>

<body translate="no">
  <div id="shader"></div>
<script id="vertex" type="x-shader/x-vertex">
  varying vec2 vUv;
  uniform float u_time;
  varying float vTime;
	void main() {
    
    
 vec4 modelPosition = modelMatrix * vec4(position, 1.0);

    // modelPosition.x += sin(u_time + (modelPosition.x *10.)) *.15;

  vec4 viewPosition = viewMatrix * modelPosition;

  vec4 projectedPosition = projectionMatrix * viewPosition;

  gl_Position = projectedPosition;


               vUv = uv;
                vTime = u_time;
              }
</script>

<script id="fragment" type="x-shader/x-fragment">
precision highp float;

uniform vec2 u_resolution;
uniform float u_time;
  varying vec2 vUv;
 
const float PI = 3.1415926535897932384626433832795;
const float TAU = PI * 2.;
const float HALF_PI = PI * .5;
  
float wiggly(float cx, float cy, float amplitude, float frequency, float spread){

  float w = sin(cx * amplitude * frequency * PI) * cos(cy * amplitude * frequency * PI) * spread;

  return w;
}

  float shape( in vec2 p, float sides ,float size)
{
  
   float d = 0.0;
  vec2 st = p *2.-1.;

  // Number of sides of your shape
  float N = sides ;

  // Angle and radius from the current pixel
  float a = atan(st.x,st.y)+PI ;
  float r = (2.* PI)/(N) ;

  // Shaping function that modulate the distance
  d = cos(floor(.5+a/r)*r-a)*length(st);
  

  return  1.0-smoothstep(size,size +.1,d);
}

void coswarp(inout vec3 trip, float warpsScale ){

  trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25));
  trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25));
  trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25));
  
}


void uvRipple(inout vec2 uv, float intensity){

	vec2 p = uv -.5;


    float cLength=length(p);

     uv= uv +(p/cLength)*cos(cLength*15.0-u_time*.5)*intensity;

} 


  
 //	Classic Perlin 2D Noise
//	by Stefan Gustavson
//
vec4 permute(vec4 x)
{
    return mod(((x*34.0)+1.0)*x, 289.0);
}


vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

float cnoise(vec2 P){
  vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
  vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
  Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
  vec4 ix = Pi.xzxz;
  vec4 iy = Pi.yyww;
  vec4 fx = Pf.xzxz;
  vec4 fy = Pf.yyww;
  vec4 i = permute(permute(ix) + iy);
  vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
  vec4 gy = abs(gx) - 0.5;
  vec4 tx = floor(gx + 0.5);
  gx = gx - tx;
  vec2 g00 = vec2(gx.x,gy.x);
  vec2 g10 = vec2(gx.y,gy.y);
  vec2 g01 = vec2(gx.z,gy.z);
  vec2 g11 = vec2(gx.w,gy.w);
  vec4 norm = 1.79284291400159 - 0.85373472095314 *
    vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
  g00 *= norm.x;
  g01 *= norm.y;
  g10 *= norm.z;
  g11 *= norm.w;
  float n00 = dot(g00, vec2(fx.x, fy.x));
  float n10 = dot(g10, vec2(fx.y, fy.y));
  float n01 = dot(g01, vec2(fx.z, fy.z));
  float n11 = dot(g11, vec2(fx.w, fy.w));
  vec2 fade_xy = fade(Pf.xy);
  vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
  float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
  return 2.3 * n_xy;
}
  
vec2 rotate2D (vec2 _st, float _angle) {
    _st -= 0.5;
    _st =  mat2(cos(_angle),-sin(_angle),
                sin(_ang.........完整代码请登录后点击上方下载按钮下载查看

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