three+webgl实现液态渐变动画效果代码
代码语言:html
所属分类:动画
代码描述:three+webgl实现液态渐变动画效果代码
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> <meta charset="UTF-8"> <style> *{ margin: 0px;} </style> </head> <bod> <div id="shader"></div> <script id="vertex" type="x-shader/x-vertex"> varying vec2 vUv; void main() { gl_Position = vec4(position, 1.0); vUv = uv; } </script> <script id="fragment" type="x-shader/x-fragment"> precision highp float; uniform vec2 u_resolution; uniform float u_time; varying vec2 vUv; const float PI = 3.1415926535897932384626433832795; const float TAU = PI * 2.; const float HALF_PI = PI * .5; float wiggly(float cx, float cy, float amplitude, float frequency, float spread){ float w = sin(cx * amplitude * frequency * PI) * cos(cy * amplitude * frequency * PI) * spread; return w; } void coswarp(inout vec3 trip, float warpsScale ){ trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25)); trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25)); trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25)); } void uvRipple(inout vec2 uv, float intensity){ vec2 p = uv -.5; float cLength=length(p); uv= uv +(p/cLength)*cos(cLength*15.0-u_time*.5)*intensity; } float smoothMod(float x, float y, float e){ float top = cos(PI * (x/y)) * sin(PI * (x/y)); float bot = pow(sin(PI * (x/y)),2.); float at = atan(top/bot); return y * (1./2.) - (1./PI) * at ; } vec2 modPolar(vec2 p, float repetitions) { float angle = 2.*3.14/repetitions; float a = atan(p.y, p.x) + angle/2.; float r = length(p); //float c = floor(a/angle); a = smoothMod(a,angle,033323231231561.9) - angle/2.; //a = mix(a,) vec2 p2 = vec2(cos(a), sin(a))*r; p2 += wiggly(p2.x + u_time * .05, p2.y + u_time * .05, 2., 4., 0.05); return p2; } float stroke(float x, float s, float w){ float d = step(s, x+ w * .5) - step(s, x - w * .5); return clamp(d, 0., 1.); } // Classic Perlin 2D Noise // by Stefan Gustavson // vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); } vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec2 P){ vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation.........完整代码请登录后点击上方下载按钮下载查看
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