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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