webgl实现草原上的七星瓢虫三维爬行效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现草原上的七星瓢虫三维爬行效果代码
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">
<style>
html {
height: 100%;
}
body {
background: #286870;
background: -moz-linear-gradient(180deg, #286870 0%, #0b232b 62%, #588849 100%);
background: -webkit-linear-gradient(180deg, #286870 0%, #0b232b 62%, #588849 100%);
background: linear-gradient(180deg, #286870 0%, #0b232b 62%, #588849 100%);
overflow: hidden;
padding: 0;
margin: 0;
width: 100%;
height: 100%;
min-height: 100vh;
display: flex;
align-items: center;
position: relative;
}
canvas {
box-sizing: border-box;
padding: 0;
margin: 0;
outline: none;
box-shadow: 2px 20px 13px rgba(0, 0, 0, 0.75);
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 800px;
height: 450px;
z-index: 0;
}
</style>
</head>
<body >
<!-- VertexShader code here -->
<script id="vertexShader" type="x-shader/x-vertex">#version 300 es
precision highp float;
in vec4 vPosition;
void main() {
gl_Position = vPosition;
}
</script>
<!-- FragmentShader code here -->
<script id="fragmentShader" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 fragColor;
uniform vec4 mouse;
uniform vec2 resolution;
uniform float time;
#define R resolution
#define T time
#define M mouse
#define PI 3.14159265359
#define PI2 6.28318530718
#define MAX_DIST 120.
#define MIN_DIST .0005
float hash21(vec2 p) { return fract(sin(dot(p,vec2(23.86,48.32)))*4374.432); }
vec2 hash2( vec2 p) { return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453); }
vec3 hash3( vec2 p) {
vec3 q = vec3( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)), dot(p,vec2(419.2,371.9)) );
return fract(sin(q)*43758.5453);
}
mat2 rot(float a) { return mat2(cos(a),sin(a),-sin(a),cos(a)); }
vec3 noised( in vec2 x ){
vec2 f = fract(x);
vec2 u = f*f*(3.0-2.0*f);
vec2 p = vec2(floor(x));
float a = hash21( p+vec2(0,0) );
float b = hash21( p+vec2(1,0) );
float c = hash21( p+vec2(0,1) );
float d = hash21( p+vec2(1,1) );
return vec3(a+(b-a)*u.x+(c-a)*u.y+(a-b-c+d)*u.x*u.y,
6.0*f*(1.0-f)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx));
}
float fbm( vec2 p, float freq ) {
float h = -1.,w = 2.6,m = .35;
for (float i = 0.; i < freq; i++) {
h += w * noised((p * m)).x;
w *= .5;
m *= 2.;
}
return h;
}
vec2 truchet(vec2 uv, float scale) {
uv *= scale;
vec2 grid = fract(uv)-.5;
vec2 id = floor(uv);
float hs = hash21(id);
if(hs>.5) grid.x*=-1.;
vec2 d2 = vec2(length(grid-.5), length(grid+.5));
vec2 gx = d2.x<d2.y? vec2(grid-.5) : vec2(grid+.5);
float circle = length(gx)-.5;
circle=abs(circle)-.095;
return vec2(clamp(circle,0.,1.),hs);
}
//@iq Voronoi Distances
//https://www.shadertoy.com/view/ldl3W8
vec4 voronoi( in vec2 x){
vec2 n = floor(x);
vec2 f = fract(x);
float ox = 0.;
float wave = 323.23123;
vec2 mg, mr;
float md = 8.;
for( float j=-1.; j<=1.; j++ )
for( float i=-1.; i<=1.; i++ )
{
vec2 g = vec2(i,j);
vec2 o = hash2( n + g );
o = .35 + .35 *sin.........完整代码请登录后点击上方下载按钮下载查看
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