three+webgl实现三维不规则液体旋转变形动画效果代码

代码语言:html

所属分类:三维

代码描述:three+webgl实现三维不规则液体旋转变形动画效果代码

代码标签: three webgl 三维 不规则 液体

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">



</head>

<body >
  
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.128.js"></script>
      <script  >
// Reference
// https://towardsdatascience.com/fun-with-html-canvas-lets-make-lava-lamp-plasma-e4b0d89fe778
// https://www.youtube.com/watch?v=8K5wJeVgjrM&t=615s
// Thank you so much.

// sphere vertex shader source
const vertexSphereShader = `
uniform float uTime;
uniform float mouse;
varying vec2 vUv;
float PI = 3.14159265359;

// Reference
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
// Thank you so much.
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}

float noise(vec3 p){
    vec3 a = floor(p);
    vec3 d = p - a;
    d = d * d * (3.0 - 2.0 * d);

    vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
    vec4 k1 = perm(b.xyxy);
    vec4 k2 = perm(k1.xyxy + b.zzww);

    vec4 c = k2 + a.zzzz;
    vec4 k3 = perm(c);
    vec4 k4 = perm(c + 1.0);

    vec4 o1 = fract(k3 * (1.0 / 41.0));
    vec4 o2 = fract(k4 * (1.0 / 41.0));

    vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
    vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);

    return o4.y * d.y + o4.x * (1.0 - d.y);
}

void main(){
  float noisy = mouse * pow(noise(normal * 2.0 + uTime * 10.0), 2.0);
  
  vec3 newPosition = position + noisy * normal * 100.0;
 
  vec4 mvPosition = modelViewMatrix * vec4(newPosition, 1.0);
  
  vUv = uv;
  
  gl_Position = projectionMatrix * mvPosition;
}

`;

// sphere fragment shader source
const fragmentSphereShader = `
uniform float uTime;
uniform sampler2D uTexture;
varying vec2 vUv;

void main () {
  vec4 color = texture2D(uTexture, vUv);
  
  gl_FragColor = vec4(color / 3.0);
}
`;

// sphere vertex shader source
const vertexFloorShader = `
uniform float uTime;
uniform float mouse;
varying vec2 vUv;
float PI = 3.14159265359;

// Reference
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
// Thank you so much.
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}

float noise(vec3 p){
    vec3 a = floor(p);
    vec3 d = p - a;
    d = d * d * (3.0 - 2.0 * d);

    vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
    vec4 k1 = perm(b.xyxy);
    vec4 k2 = perm(k1.xyxy + b.zzww);

    vec4 c = k2 + a.zzzz;
    vec4 k3 = perm(c);
    vec4 k4 = perm(c + 1.0);

    vec4 o1 = fract(k3 * (1.0 / 41.0));
    vec4 o2 = fract(k4 * (1.0 / 41.0));

    vec4 o3 = o2 * d.z .........完整代码请登录后点击上方下载按钮下载查看

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