three+gsap实现一个真实三维眼球眼珠跟随鼠标转动的效果代码

代码语言:html

所属分类:三维

代码描述:three+gsap实现一个真实三维眼球眼珠跟随鼠标转动的效果代码,可以改变眼睛瞳孔的颜色和亮度及大小。

代码标签: three gsap 眼球 眼睛 鼠标跟随

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
{
   
overflow: hidden;
   
padding: 0;
   
margin: 0;
}
canvas
{
   
display: block;
}
#zoom-range {
   
position: absolute;
   
width: 200px;
   
bottom: 0;
   
right: 10px;
   
padding: 30px 0;
}
.cr.color .selector {
   
width: 50px !important;
}
.cr.color .saturation-field,
.cr.color .field-knob {
   
display: none !important;
}
.cr.color .hue-field {
   
width: calc(100% - 8px) !important;
}
.cr.color .hue-knob {
   
margin-left: 26px !important;
   
height: 5px !important;
   
border-right: 10px solid #000 !important;
}
</style>


</head>

<body >
 
<div class="container">
   
<input type="range" min="0" max="0" value="0" step="1" id="zoom-range" />
</div>


<script type="x-shader/x-fragment" id="fragmentShader">
    precision highp
float;

    varying vec2 vUv
;
    uniform
float shrink;
    uniform vec3 base_color_1
;
    uniform vec3 base_color_2
;
    uniform vec3 mid_color
;
    uniform
float vignette;
    uniform
float brightness;
    uniform
float darkness;

   
float random (in vec2 st) {
       
return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123);
   
}

   
// Based on Morgan McGuire @morgan3d
   
// https://www.shadertoy.com/view/4dS3Wd
   
float noise (in vec2 st) {
        vec2 i
= floor(st);
        vec2 f
= fract(st);
       
float a = random(i);
       
float b = random(i + vec2(1.0, 0.0));
       
float c = random(i + vec2(0.0, 1.0));
       
float d = random(i + vec2(1.0, 1.0));
        vec2 u
= f * f * (3.0 - 2.0 * f);
       
return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
   
}

   
float fbm (in vec2 st) {
       
float value = 0.0;
       
float amplitude = .5;
       
float frequency = 0.;
       
for (int i = 0; i < 4; i++) {
            value
+= amplitude * noise(st);
            st
*= 2.;
            amplitude
*= .5;
       
}
       
return value;
   
}

   
float length2( vec2 p ) {
        vec2 q
= p*p*p*p;
       
return pow( q.x + q.y, 1.0/4.0 );
   
}

   
void main() {

        vec2 st
= vec2(.5) - vUv;
        st
*= 1.3;
        st
.x *= 6.28318531; // 2Pi
        st
.y *= 3.14159265359; // Pi

       
float r = length(st);
       
float a = atan(st.y, st.x);

       
float pulsing = 1. + clamp(1. - r, 0., 1.) * shrink;

       
// noisy fullscreen mix of 2 colors
       
float f = fbm(5. * st);
        vec3 col
= mix(base_color_1, base_color_2, f);

       
// blury spot in the middle
        col
= mix(col, mid_color, 1. - smoothstep(0.2, 0.6, r * (.2 + .8 * pulsing)));

       
// white streaks
        a
+= .05 * fbm(20. * st) * fbm(20. * st);
        f
= smoothstep((1. - brightness), 1., fbm(vec2(20. * a, 6. * r * pulsing)));
        col
= mix(col, vec3(1.), f);

       
// dark insertions
        a
= fbm(vec2(15. * a, 10. * r * pulsing));
        f
= smoothstep(.4, .9,  a);
        col
*= 1. - darkness * f;

       
// vignette
        col
*= 1. - vignette * smoothstep(.6, .8, r * (.9 + .1 * pulsing));

       
// pupil
        f
= 1. - smoothstep(.2, .25, r * pulsing);
        col
= mix(col, vec3(.0), f);

       
// crop
        f
= smoothstep(.79, 0.85, r);
        col
= mix(col, vec3(1.), f);

        gl_FragColor
= vec4(col, 1.);
   
}

</script>

<script id="vertexShader" type="x-shader/x-vertex">
    varying vec2 vUv
;

   
void main() {
        vUv
= uv;
        vec4 mvPosition
= modelViewMatrix * vec4(position, 1.0);
        gl_Position
= projectionMatrix * mvPosition;
   
}
</script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.128.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/gsap.3.5.2.js"></script>
     
<script >
// -------------------------------
// -------------------------------

// Interactive eyeball animation based on the famous shader created by Inigo Quilez.

// -------------------------------

let visualization, pointer, controls, animations;
const container = document.querySelector('.container');

let eyeConfig = {
  zoomLevel: 600,
  zoomLevelBounds: [300, 1000],
  shrink: 0,
  fstBaseColor: '#03565c',
  scdBaseColor: '#42cf44',
  midColor: '#f2aa00',
  vignette: 0.65,
  brightness: 0.6,
  darkness: 0.5 };



document.addEventListener('DOMContentLoaded', () => {
  controls = new Controls();
  pointer = new Pointer();
  visualization = new Visualization();
  animations = new Animations();

  pointer.updateCenter();
  visualization.updateSize();

  controls.addShaderControls();
  controls.addSceneControls();

  window.addEventListener('resize', () => visualization.updateSize());
  visualization.loop();

  container.querySelector('canvas').addEventListener("click", e => pointer.onClick(e));
  document.addEventListener("mousedown", e => pointer.onMouseDown(e));
  document.addEventListener("mouseup", e => pointer.onMouseUp(e));
  document.addEventListener("mousemove", e => pointer.onMouseMove(e));
  document.addEventListener("touchmove", e => pointer.onTouchMove(e));
  document.addEventListener.........完整代码请登录后点击上方下载按钮下载查看

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