three打造3d三位灯笼
代码语言:html
所属分类:三维
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> body { width: 100vw; height: 100vh; overflow: hidden; margin: 0; padding: 0; box-sizing: border-box; background: rgb(238,238,238); background: radial-gradient(circle, rgba(238,238,238,1) 0%, rgba(199,166,152,1) 53%, rgba(201,87,87,1) 100%); cursor: pointer; } </style> </head> <body translate="no"> <script type="x-shader/x-vertex" id="vs-lines"> uniform float globalTime; uniform vec3 gravity; uniform vec3 gravity2; uniform float spacing; attribute vec3 customColor; attribute float seed; attribute float seed2; attribute float draw; attribute float index2; attribute vec3 norm; varying vec3 vColor; varying float vDraw; varying vec3 vNormal; void main() { vDraw = draw; vColor = customColor; vec3 displacement = vec3(0.0,0.0,0.0); vec3 forceDirection = vec3(0.0,0.0,0.0); float displacementFactor = pow(index2, 1.5); float displacementFactor2 = pow(index2, 3.5); float displacementFactor3 = pow(1.0-index2, 1.0); // "gravity" vec3 g = gravity; g.x *= displacementFactor2 * seed2; // "wind" forceDirection.x = sin(globalTime*0.01+seed2*0.75+index2*0.5) * 0.1*displacementFactor; forceDirection.y = cos(globalTime*0.1+seed2*1.0+index2*1.0) * 0.1*displacementFactor; forceDirection.z = sin(globalTime*0.1+seed2*0.5+index2*1.0) * 0.1*displacementFactor; displacement = g + forceDirection + ((1.0-index2)*gravity2) * seed; vec3 aNormal = norm; aNormal.xyz += displacement*displacementFactor; vNormal = norm*(1.0-index2); vNormal += (gravity2-gravity)*0.05; vec3 animated = position; // curl it slightly animated.x += aNormal.x*index2*20.0*displacementFactor3; animated += aNormal*index2*(spacing*seed); if (animated.y < -150.0+seed2*20.0) { animated.y = -150.0+seed2*20.0; vDraw = 0.0; } vec4 mvPosition = modelViewMatrix * vec4( animated, 1.0 ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fs-lines"> uniform vec3 color; varying vec3 vColor; varying float vDraw; varying vec3 vNormal; void main() { if (vDraw == 0.0) { discard; } float depth = gl_FragCoord.z / gl_FragCoord.w; float fogFactor = smoothstep( 450.0, 300.0, depth ); vec3 light = vec3(1.0,1.0,1.0); float d = pow(max(0.3,dot(vNormal.xyz, light))*2.0, 1.5); gl_FragColor = vec4( (color * vColor) * d * fogFactor, 1.0 ); } </script> <script type="x-shader/x-vertex" id="vs-matcap"> varying vec2 vN; void main() { vec3 e = normalize( vec3( modelViewMatri.........完整代码请登录后点击上方下载按钮下载查看
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