threejs+webgl打造一个三维噪点魔法球烟雾动画效果代码
代码语言:html
所属分类:三维
代码描述:threejs+webgl打造一个三维噪点魔法球烟雾动画效果代码
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
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <link type="text/css" rel="stylesheet" href="//repo.bfw.wiki/bfwrepo/css/aqua-1.5.5.css"> <style> body { display: flex; justify-content: center; align-items: center; min-height: 100vh; margin: 0; } :root { --blue-grad-4: linear-gradient(45deg, #93a5cf 0%, #e4efe9 100%); } .bg-blue-grad-4 { background: var(--blue-grad-4); } </style> </head> <body > <div class="relative w-screen h-screen"> <div class="noise-marble w-screen h-screen bg-blue-grad-4"></div> </div> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.126.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.126.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/GLTFLoader.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/RGBELoader.js"></script> <script > const noiseMarbleVertexTopShader = ` varying vec3 vPosition; varying vec3 vDirection; `; const noiseMarbleVertexMainShader = ` vPosition=position; vDirection=position-cameraPosition; `; const noiseMarbleFragmentTopShader = ` uniform sampler2D uHeightMap; uniform vec3 uColor1; uniform vec3 uColor2; uniform float uDepth; uniform float uSmooth; uniform float uTime; uniform float uSpeed; uniform sampler2D uDisplacementMap; uniform float uStrength; uniform float uSlice; varying vec3 vPosition; varying vec3 vDirection; `; const noiseMarbleFragmentMainShader = ` float rayMarch(vec3 eye,vec3 ray){ float iter=64.; float ratio=1./iter; vec3 p=eye; float depth=0.; for(float i=0.;i<iter;i++){ p+=ray*ratio*uDepth; vec2 uv=equirectUv(normalize(p)); // displacement point vec2 xOffset=vec2(uTime*uSpeed,0.); vec3 displacement1=texture2D(uDisplacementMap,uv+xOffset).rgb; vec2 flipY=vec2(1.,-1.); vec3 displacement2=texture2D(uDisplacementMap,uv*flipY-xOffset).rgb; displacement1-=.5; displacement2-=.5; vec3 displacement=displacement1+displacement2; vec3 displaced=p+displacement*uStrength; uv=equirectUv(normalize(displaced)); float h=texture2D(uHeightMap,uv).r; float cutoff=1.-i*ratio; float slice=smoothstep(cutoff,cutoff+uSmooth,h); float dist=slice*ratio*uSlice; depth+=dist; } return depth; } `; const noiseMarbleFragmentColorShader = ` vec3 ro=vPosition; vec3 rd=normalize(vDirection); float depth=rayMarch(ro,rd); vec3 result=mix(uColor1,uColor2,depth); vec4 diffuseColor=vec4(result,1.); `; const displacementMapUrl = "//repo.bfw.wiki/bfwrepo/image/6114547459a9c.png"; const hdrUrl = "//repo.bfw.wiki/bfwrepo/images/orbita_1k.hdr"; const heightMapUrl = "//repo.bfw.wiki/bfwrepo/image/6114545572f7e.png"; const calcAspect = (el) => el.clientWidth / el.clientHeight; const getNormalizedMousePos = (e) => { return { x: (e.clientX / window.innerWidth) * 2 - 1, y: -(e.clientY / window.innerHeight) * 2 + 1 }; }; class Base { constr.........完整代码请登录后点击上方下载按钮下载查看
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