webgl实现立体3d三维口红旋转质感反射动画效果代码

代码语言:html

所属分类:三维

代码描述:webgl实现立体3d三维口红旋转质感反射动画效果代码

代码标签: webgl 立体 3d 三维 口红 旋转 质感 反射 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>
@import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400..900&display=swap');
body{
  overflow: hidden;
  margin: 0;
}

.container{
  display: none;
  position: absolute;
  bottom: 5vh;
  left: 50%;
  transform: translate(-50%, 0);
  height: 17vh;
  aspect-ratio: 3;
  background: rgba(0, 0, 0, 0.5);
  clip-path: polygon(10% 0, 100% 0, 90% 100%, 0 100%);
  padding: 5vh 10vh;
  color: white;
  
  font-family: "Orbitron", sans-serif;
  font-optical-sizing: auto;
  font-style: normal;
  font-size: 3.5vh;
}

.btnClose{
  position: absolute;
  width: 5vh;
  height: 5vh;
  top: 0.5vh;
  right: 3vh;
  border: 0.25vh solid white;
  border-radius: 1vh;
  background: transparent;
  color: white;
  padding: 0;
  
  font-family: "Orbitron", sans-serif;
  font-optical-sizing: auto;
  font-style: normal;
  font-size: 4vh;
}
</style>

  
</head>

<body translate="no">
  <script type="importmap">
  {
    "imports": {
      "three": "https://unpkg.com/three@0.180.0/build/three.module.js",
      "three/addons/": "https://unpkg.com/three@0.180.0/examples/jsm/"
    }
  }
</script>
<script>
  const noise = `//	Simplex 4D Noise 
//	by Ian McEwan, Stefan Gustavson (https://github.com/stegu/webgl-noise)
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}

vec4 grad4(float j, vec4 ip){
  const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
  vec4 p,s;

  p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
  p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
  s = vec4(lessThan(p, vec4(0.0)));
  p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; 

  return p;
}

float snoise(vec4 v){
  const vec2  C = vec2( 0.138196601125010504,  // (5 - sqrt(5))/20  G4
                        0.309016994374947451); // (sqrt(5) - 1)/4   F4
// First corner
  vec4 i  = floor(v + dot(v, C.yyyy) );
  vec4 x0 = v -   i + dot(i, C.xxxx);

// Other corners

// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
  vec4 i0;

  vec3 isX = step( x0.yzw, x0.xxx );
  vec3 isYZ = step( x0.zww, x0.yyz );
//  i0.x = dot( isX, vec3( 1.0 ) );
  i0.x = isX.x + isX.y + isX.z;
  i0.yzw = 1.0 - isX;

//  i0.y += dot( isYZ.xy, vec2( 1.0 ) );
  i0.y += isYZ.x + isYZ.y;
  i0.zw += 1.0 - isYZ.xy;

  i0.z += isYZ.z;
  i0.w += 1.0 - isYZ.z;

  // i0 now contains the unique values 0,1,2,3 in each channel
  vec4 i3 = clamp( i0, 0.0, 1.0 );
  vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
  vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );

  //  x0 = x0 - 0.0 + 0.0 * C 
  vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
  vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
  vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
  vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;

// Permutations
  i = mod(i, 289.0); 
  float j0 = permute( permute( permute( permute(i..........完整代码请登录后点击上方下载按钮下载查看

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