webgl+canvas实现三维windows xp玻璃材质logo旋转动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl+canvas实现三维windows xp玻璃材质logo旋转动画效果代码
代码标签: webgl canvas 三维 windows xp 玻璃 材质 logo 旋转 动画
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>
::-webkit-scrollbar {
width: 0.625rem;
height: 0.625rem;
}
::-webkit-scrollbar-thumb {
background: #111;
border-radius: 0.3125rem;
box-shadow: inset 0.125rem 0.125rem 0.125rem rgba(255, 255, 255, 0.25),
inset -0.125rem -0.125rem 0.125rem rgba(0, 0, 0, 0.25);
cursor: default;
}
::-webkit-scrollbar-track {
background: #333;
}
::selection {
background: #fff;
color: #333;
}
html,
body {
height: 100vh;
height: 100dvh;
margin: 0;
overflow: hidden;
}
body {
display: grid;
grid-template-rows: calc(100dvh - 4rem) 4rem;
font-family: system-ui, sans-serif;
}
canvas,
.editor,
#controls {
grid-row: 1;
grid-column: 1;
}
canvas {
width: 100%;
height: auto;
object-fit: contain;
background: black;
touch-action: none;
}
.editor,
.overlay,
#error {
background: repeating-linear-gradient(0deg, #000a, #1119, #000a .25rem);
padding: 1em;
}
.editor {
color: #fefefe;
tab-size: 2;
border: none;
resize: none;
}
.editor:focus {
outline: none;
}
#error {
grid-row: 2;
grid-column: 1;
margin: 0;
padding-block: 0;
padding-top: .5em;
color: firebrick;
overflow: auto;
text-wrap: pretty;
}
#indicator {
visibility: hidden;
position: absolute;
top: calc(var(--top, 0px) - var(--scroll-top, 0px));
width: 0;
height: 0;
border-top: 10px solid transparent;
border-bottom: 10px solid transparent;
border-left: 10px solid firebrick;
transform: translateY(-25%);
}
.overlay {
position: absolute;
top: 0;
left: 0;
right: 0;
margin: 0;
}
.editor,
.overlay {
font-size: 1rem;
line-height: 1.2;
white-space: pre;
}
#controls {
position: fixed;
top: 1em;
right: 2em;
}
.controls {
position: relative;
display: flex;
gap: 1.5em;
padding: .5em 1.25em;
background: #1111;
border-radius: 4px;
}
.controls::before,
.controls::after {
content: '';
position: absolute;
z-index: -1;
inset: 0;
transform: scale(.95);
border-radius: inherit;
opacity: 0;
}
.controls::before {
background: #aef;
animation: pulse 2s infinite;
}
.controls::after {
background: #fefefe66;
transition: transform 200ms ease-in-out;
}
.controls:hover::before,
.controls:hover::after {
opacity: 1;
}
.controls:hover::before {
transform: scale(.98);
filter: blur(2px);
}
.controls:hover::after {
transform: scale(1.025, 1.1);
}
.controls:hover {
background: #111f;
}
@keyframes pulse {
0% {
transform: scale(1);
}
50% {
transform: scale(1.0125);
}
100% {
transform: scale(1);
}
}
.hidden {
display: none !important;
}
.opaque {
opacity: 1 !important;
background: #111 !important;
}
input {
all: unset;
opacity: .2;
filter: saturate(0) invert(1);
cursor: pointer;
transition: opacity 200ms ease-in-out;
padding: .25em .5em;
}
input:hover {
opacity: 1;
}
.icon {
text-align: center;
line-height: 1;
}
#btnToggleView {
width: 1.25em;
}
#btnToggleView::after {
content: '👁';
}
#btnToggleView:checked::after {
content: '✏️';
}
#btnToggleResolution::after {
content: '1️⃣';
}
#btnToggleResolution:checked::after {
content: '2️⃣';
}
#btnReset::after {
content: '⏮️';
}
</style>
</head>
<body translate="no">
<canvas id="canvas"></canvas>
<textarea id="codeEditor" class="editor" spellcheck="false" autocorrect="off" autocapitalize="off" translate="no" oninput="render()"></textarea>
<pre id="error"></pre>
<div id="indicator"></div>
<div id="controls">
<div class="controls">
<input id="btnToggleView" class="icon" type="checkbox" name="toggleView" onclick="toggleView()">
<input id="btnToggleResolution" class="icon" type="checkbox" name="toggleResolution" onchange="toggleResolution()">
<input id="btnReset" class="icon" type="checkbox" name="reset" onclick="reset()">
</div>
</div>
<script type="x-shader/x-fragment">#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/
precision highp float;
out vec4 O;
uniform float time;
uniform vec2 resolution;
uniform vec2 touch;
uniform int pointerCount;
#define mouse (touch/R)
#define P pointerCount
#define FC gl_FragCoord.xy
#define R resolution
#define T time
#define N normalize
#define rot(a) mat2(cos(a-vec4(0,11,33,0)))
#define hue(a) (.4+.4*cos(6.3*(a)+vec3(0,83,21)))
#define S smoothstep
#define SE(v,s) S(s,s-1./min(R.x,R.y),v)
float box(vec3 p, vec3 s) {
p=abs(p)-s;
return length(max(p,.0))+min(.0,max(max(p.x,p.y),p.z));
}
float map(vec3 p) {
p.y-=sin(p.z)*.6;
return box(abs(p)-vec3(1.125,0,1.125),vec3(1,.075,1))-.05;
}
vec3 norm(vec3 p) {
float h=1e-3; vec2 k=vec2(-1,1);
return N(
k.xyy*map(p+k.xyy*h)+
k.yxy*map(p+k.yxy*h)+
k.yyx*map(p+k.yyx*h)+
k.xxx*map(p+k.xxx*h)
);
}
void cam(inout vec3 p) {
if (P>0) {
p.yz*=rot(-mouse.y*6.3+3.14);
p.xz*=rot(3.14-mouse.x*6.3);
} else {
p.yz*=rot(.78);
p.xz*=rot(50.-T*.2);
}
}
float effect(vec2 p) {
p=abs(abs(p)-vec2(1.1,.85))-vec2(1,.75);
float d=length(max(p,.0))+min(.0,max(p.x,p.y))-.02;
return S(.01,.0,d);
}
void main() {
vec2 uv=(FC-.5*R)/min(R.x,R.y);
vec3 col=vec3(0),
p=vec3(0,0,exp(1.)-exp(cos(T*.05))-5.),
rd=N(vec3(uv,1));
cam(p); cam(rd);
float side=1., dd=.0, at=.0, a=1.;
for (float i=.0; i++<400.;) {
float d=map(p)*side*.8;
if (abs(d)<1e-3) {
vec3 n=norm(p)*side,
lp=vec3(-1,2,-3),
l=N(lp-p),
r=reflect(rd,n);
if (dot(l,n)<.0) l = -l;
float diff=clamp(dot(l,n)*.5+.5,.0,1.),
fres=clamp(1.+dot(rd,n),.0,1.),
fade=clamp(1./dot(lp-p,lp-p),.0,1.);
col+=.3*mix(diff,fade,fres*fres);
if (p.z>.0 && p.x>.0) col*=vec3(1,0,0);
else if (p.z<.0 && p.x>.0) col*=vec3(0,1,0);
else if (p.z>.0 && p.x<.0) col*=vec3(0,0,1);
else if (p.z<.0 && p.x<.0) col*=vec3(1,1,0);
col=max(col,a*max(2.2*effect(rd.xz*5.)*n.y,.0));
col+=pow(r.y,8.);
a=mix(.005,.75,1.-fres);
side = -side;
vec3 rdo=refract(rd,n,1.+side*.45);
if (dot(rdo,rdo)==.0) rdo=r;
rd=rdo;
d=1e-2;
}
if (d>12.) {
float k=2., s=.2;
vec2 q=vec2(atan(rd.x,rd.z),atan(dot(rd.xz,rd.xz),rd.y)+T*.2)*6./6.28318,
id=floor(q*k);
q=fract(q*k)-.5;
if (fract(sin(dot(id,vec2(12.9898,78.233)))*345678.) > .5) q.x = -q.x;
float d=abs(length(q-sign(q.x+q.y+1e-3)*.5)-.5)-s;
d=a*SE(d,.0);
col=mix(col,d*hue(rd.y+T*.2),a);
break;
}
p+=rd*d;
dd+=d;
at+=.05*(.05/dd);
}
at*=5.;
col+=at*at;
O = vec4(col, 1);
}</script>
<script >
/*********
* made by Matthias Hurrle (@atzedent)
*/
let editMode = false // set to false to hide the code editor on load
let resolution = 1 // set 1 for full resolution or to .5 to start with half resolution on load
let renderDelay = 1000 // delay in ms before rendering the shader after a change
let dpr = Math.max(1, resolution * window.devicePixelRatio)
let frm, source, editor, store, renderer, pointers
const shaderId = 'Rusty Eggs'
window.onload = init
function resize() {
const { innerWidth: width, innerHeight: height } = window
canvas.width = width * dpr
canvas.height = height * dpr
if (renderer) {
renderer.updateScale(dpr)
}
}
function toggleView() {
editor.hidden = btnToggleView.checked
}
function reset() {
let shader = source
editor.text = .........完整代码请登录后点击上方下载按钮下载查看
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