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。
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))); .........完整代码请登录后点击上方下载按钮下载查看
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