threejs实现三维虫洞旋涡动画效果代码
代码语言:html
所属分类:三维
代码描述:threejs实现三维虫洞旋涡动画效果代码
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> <style> body { margin: 0; padding: 0; } #container { position: fixed; touch-action: none; } </style> </head> <body> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three-min.js"></script> <script id="vertexShader" type="x-shader/x-vertex"> void main() { gl_Position = vec4( position, 1.0 ); } </script> <script id="fragmentShader" type="x-shader/x-fragment"> uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform sampler2D u_noise; #define PI 3.141592653589793 #define TAU 6.283185307179586 const int octaves = 2; const float seed = 43758.5453123; const float seed2 = 73156.8473192; // float r1 = 0.1 + ((u_mouse.y + 0.5) * .1); // float r2 = 0.4 + (u_mouse.x * .2); float r1 = 0.2; float r2 = 0.9; // These awesome complex Math functions curtesy of // https://github.com/mkovacs/reim/blob/master/reim.glsl vec2 cCis(float r); vec2 cLog(vec2 c); // principal value vec2 cInv(vec2 c); float cArg(vec2 c); float cAbs(vec2 c); vec2 cMul(vec2 a, vec2 b); vec2 cDiv(vec2 a, vec2 b); vec2 cCis(float r) { return vec2( cos(r), sin(r) ); } vec2 cExp(vec2 c) { return exp(c.x) * cCis(c.y); } vec2 cConj(vec2 c) { return vec2(c.x, -c.y); } vec2 cInv(vec2 c) { return cConj(c) / dot(c, c); } vec2 cLog(vec2 c) { return vec2( log( cAbs(c) ), cArg(c) ); } float cArg(vec2 c) { return atan(c.y, c.x); } float cAbs(vec2 c) { return length(c); } vec2 cMul(vec2 a, vec2 b) { return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x); } vec2 cDiv(vec2 a, vec2 b) { return cMul(a, cInv(b)); } float hash(float p) { vec2 o = texture2D( u_noise, vec2((p+0.5)/256.0), -100.0 ).xy; return o.x; } vec2 hash(vec2 p) { vec2 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xy; return o - .5; } vec3 hash3(vec2 p) { vec3 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xyz; return o; } vec4 hash4(vec2 p) { vec4 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ); return o; } // LUT Noise by Inigo Quilez - iq/2013 // https://www.shadertoy.com/view/4sfGzS float noiseLUT( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; vec2 rg = texture2D(u_noise, (uv+0.5)/256.0).yx - .5; return mix( rg.x, rg.y, f.z ); } float fbm1(in vec2 _st, float seed) { float v .........完整代码请登录后点击上方下载按钮下载查看
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