canvas+webgl实现灵感线条飘动动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas+webgl实现灵感线条飘动动画效果代码
代码标签: canvas webgl 灵感 线条 飘动 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"> </head> <body translate="no"> <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 #define MN min(R.x,R.y) #define SE(v,s) S(s+1./MN,s-1./MN,v) float pattern(vec2 uv) { float d=.0; for (float i=.0; i<3.; i++) { uv.x+=sin(T*(1.+i)+uv.y*1.5)*.2; d+=.005/abs(uv.x); } return d; } vec3 scene(vec2 uv) { vec3 col=vec3(0); uv=vec2(atan(uv.x,uv.y)*2./6.28318,-log(length(uv))+T); for (float i=.0; i<3.; i++) { int k=int(mod(i,3.)); col[k]+=pattern(uv+i*6./MN); } return col; } void main() { vec2 uv=(FC-.5*R)/MN; vec3 col=vec3(0); float s=12., e=9e-4; col+=e/(sin(uv.x*s)*cos(uv.y*s)); uv.y+=R.x>R.y?.5:.5*(R.y/R.x); col+=scene(uv); O=vec4(col,1); }</script> <script > 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 = "✨ Happy Birthday Mustafa" 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 =.........完整代码请登录后点击上方下载按钮下载查看
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