webgl实现canvas三维多彩方形碎片粒子飞舞动画效果代码
代码语言:html
所属分类:粒子
代码描述:webgl实现canvas三维多彩方形碎片粒子飞舞动画效果代码
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
<html lang="en">
<head>
<meta charset="UTF-8">
<style>
body {
background: #66f;
margin: 0;
overflow: hidden;
}
canvas {
height: 100vh;
width: 100vw;
touch-action: none;
}
.osc {
left: 0px;
position: fixed;
top: 0px;
}
.button {
position: fixed;
z-index: 10;
right: 0;
bottom: 0;
}
.controls {
position: fixed;
z-index: 10;
left: 0;
bottom: 0;
}
.playpause {
background: #AAB;
padding: 10px;
}
.playpause label {
display: block;
box-sizing: border-box;
width: 0;
height: 20px;
cursor: pointer;
border-color: transparent transparent transparent #202020;
transition: 100ms all ease;
will-change: border-width;
border-style: double;
border-width: 0px 0 0px 20px;
}
.playpause input[type='checkbox'] {
visibility: hidden;
}
.playpause.checked label {
border-style: double;
border-width: 0px 0 0px 20px;
}
.playpause label {
border-style: solid;
border-width: 10px 0 10px 20px;
}
/* } */
</style>
</head>
<body>
<script id="vertexShader_particle" type="x-shader/x-vertex">
attribute vec3 a_position;
attribute vec3 a_particle;
attribute vec2 a_reference;
uniform float u_time;
uniform mat4 u_m_model;
uniform mat4 u_m_view;
uniform mat4 u_m_MVP;
uniform mat4 u_m_proj;
uniform sampler2D b_position;
uniform sampler2D b_velocity;
varying vec3 v_colour;
varying float v_fogDepth;
varying float v_opacity;
float random(vec2 st) {
return fract(sin(dot(st,
vec2(12.9898, 78.233)))*
43758.5453123);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float hash21(vec2 p) {
p = fract(p * vec2(233.34, 851.74));
p += dot(p, p + 23.45);
return fract(p.x * p.y);
}
mat3 fromQuat(vec4 q) {
float x = q.x;
float y = q.y;
float z = q.z;
float w = q.w;
float x2 = q.x*2.;
float y2 = q.y*2.;
float z2 = q.z*2.;
float xx = x * x2;
float yx = y * x2;
float yy = y * y2;
float zx = z * x2;
float zy = z * y2;
float zz = z * z2;
float wx = w * x2;
float wy = w * y2;
float wz = w * z2;
return mat3(
1. - yy -zz, yx -wz, zx + wy,
yx + wz, 1. - xx - zz, zy - wx,
zx - wy, zy + wx, 1. - xx - yy
);
}
/**
* Generates a look-at matrix with the given eye position, focal point, and up axis.
* If you want a matrix that actually makes an object look at another object, you should use targetTo instead.
*
* @param {mat4} out mat4 frustum matrix will be written into
* @param {vec3} eye Position of the viewer
* @param {vec3} center Point the viewer is looking at
* @param {vec3} up vec3 pointing up
* @returns {mat4} out
*/
mat4 lookAt(vec3 e, vec3 c, vec3 u) {
// if (Math.abs(e.x - c.x) < EPSILON &&
// Math.abs(e.y - c.y) < EPSILON &&
// Math.abs(e.z - c.z) < EPSILON) {
// return new Mat4();
// }
vec3 off = normalize(e - c);
vec3 or = vec3(
u.y * off.z - u.z * off.y,
u.z * off.x - u.x * off.z,
u.x * off.y - u.y * off.x
);
or = normalize(or);
vec3 tn = vec3(
off.y * or.z - off.z * or.y,
off.z * or.x - off.x * or.z,
off.x * or.y - off.y * or.x
);
tn = normalize(tn);
return mat4(
or.x,
tn.x,
off.x,
0,
or.y,
tn.y,
off.y,
0,
or.z,
tn.z,
off.z,
0,
-(or.x * e.x + or.y * e.y + or.z * e.z),
-(tn.x * e.x + tn.y * e.y + tn.z * e.z),
-(off.x * e.x + off.y * e.y + off.z * e.z),
1
);
}
vec3 palette(in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d) {
return a + b*cos(6.28318*(c*t+d));
}
void main() {
// vec4 pos = vec4(a_particle, 1.);
// vec4 mvPos = u_m_view * u_m_model * pos;
// gl_Position = u_m_proj * mvPos;
// float isq = ( 1. / -mvPos.z );
// gl_PointSize = (100.) * isq;
vec3 position = texture2D(b_position, a_reference).xyz;
vec3 velocity = texture2D(b_velocity, a_reference).xyz;
// vec4 quat = vec4(normalize(velocity), 0.);
// mat3 mat = fromQuat(quat);
// vec3 particle = a_particle * vec3(1, 1.+length(velocity*velocity*.05), 1) * .1 * mat;
float vl = min(length(velocity*velocity)*.01, 5.);
vec3 p = a_particle * vec3(1.-vl*.2, 1, 1.+vl);
float vl1 = smoothstep(0., 20., length(velocity));
p *= (.3 + vl1);
mat4 look = lookAt(
normalize(position),
normalize(position+velocity),
normalize(position)
);
vec3 particle = (vec4(p * .2, 1) * look).xyz;
// vec3 particle = (vec4(a_particle.yzx*vec3(1,1,1.+length(velocity*velocity)*.01), 1) * .2 * look).xyz;
position += particle;
vec4 pos = vec4(position, 1.);
float l = length(pos);
vec4 mvPos = u_m_view * u_m_model * pos;
v_fogDepth = mvPos.z;
float isq = (1. / -mvPos.z);
float b = smoothstep(0., 80., l);
float s = clamp(b*6., 0.1, 1.);
v_opacity = b;
gl_Position = u_m_proj * mvPos;
float hash = hash21(a_reference);
v_colour = palette(
hash*.5+.3,
vec3(0.5, 0.5, 0.5),
vec3(0.5, 0.5, 0.5),
vec3(1.0, 1.0, 1.0),
vec3(0.5, 0.3, 0.2)
);
// v_colour = hsv2rgb(vec3(.6 + hash * .3 + vl1 * .1, 1., hash * .5 + .3));
// if(length(a_reference) == 0.) v_colour = vec3(1,0,0);
}
</script>
<script id="vertexShader_buffer" type="x-shader/x-vertex">
attribute vec4 a_position;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main() {
gl_Position = a_position;
}
</script>
<script id="fragmentShader_velocity" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives: enable
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
uniform int u_frame;
uniform float u_nsize;
uniform float u_seed;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
#define PI 3.141592653589793
#define HPI 1.5707963267948966
#define TAU 6.283185307179586
#define G 0.67408
mat4 rotationMatrix(vec3 axis, float angle) {
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
vec3 hash33(vec3 p) {
return fract(vec3(
sin(p.x) * 43543.454354,
sin(p.y) * 7531.154354,
sin(p.z) * 10053.75315
));
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec3 position = texture2D(b_position, uv).xyz;
vec3 velocity = texture2D(b_velocity, uv).xyz;
vec3 acceleration = vec3(position);
vec3 f = position;
float tm = u_time;
float l = length(position);
position = (vec4(position, 1.) * rotationMatrix(vec3(sin(tm * 25.), cos(tm * 10.), sin(tm) * cos(tm * 5.)), .5 + 10. / l)).xyz;
vec3 spherical = vec3(1./max(l, .1), atan(position.y, position.x), acos(position.z / l));
float a = sin(length(spherical.yz) * 5. + tm) * 5.;
acceleration.x = spherical.x * sin(spherical.z) * cos(spherical.y) * a;
acceleration.y = spherical.x * sin(spherical.z) * sin(spherical.y) * a;
acceleration.z = spherical.x * cos(spherical.z) * a;
f = normalize(f - acceleration) * -1.;
f *= smoothstep(10., 40., l) * 2.;
vec3 vel = velocity * .99 + (acceleration + f) * .5;
gl_FragColor = vec4(vel, 1.0);
}
</script>
<script id="fragmentShader_position" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives: enable
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform float u_delta;
uniform sampler2D s_noise;
uniform bool u_nreset;
uniform sampler2D b_prime;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
uniform sampler2D b_origin;
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_.........完整代码请登录后点击上方下载按钮下载查看
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