webgl实现炫酷流光立体液态小球转动动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl实现炫酷流光立体液态小球转动动画效果代码
代码标签: webgl 炫酷 流光 立体 液态 小球 转动 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 vec2 resolution;
uniform vec2 move;
uniform int pointerCount;
uniform float time;
#define FC gl_FragCoord.xy
#define R resolution
#define T (2.+time)
#define N normalize
#define MN min(R.x,R.y)
#define rot(a) mat2(cos((a)-vec4(0,11,33,0)))
#define hue(a) (.25+.6*cos(6.3*(a)+vec3(0,83,21)))
float map(vec3 p) {
float d=length(p)-(1.-sin(T*20.+40.*dot(p.xz,p.yz))*.02);
return d*.2;
}
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) {
p.yz*=rot(move.y*6.3/MN);
p.xz*=rot(-move.x*6.3/MN+T);
}
float shadow(vec3 p, vec3 rd) {
float shd=1., maxd=length(rd-p);
vec3 l=N(rd-p);
for (float i=1e-3; i<maxd;) {
float d=map(p+l*i);
if (d<1e-3) {
shd=.0;
break;
}
shd=min(shd,24.*d/i);
i+=d;
}
return shd;
}
void main(void) {
vec2 uv=(FC-.5*R)/MN;
vec3 col=vec3(0),
p=vec3(0,0,-4),
rd=N(vec3(uv,1.3)),
lp=vec3(-10,10,-10);
cam(p); cam(rd); cam(lp);
float dd=.0, at=.0;
for (float i=.0; i++<400.;) {
float d=map(p);
if (abs(d)<1e-3) {
vec3 n=norm(p), l=N(lp-p);
float shd=shadow(p+n*3e-3,lp);
col+=(.5+shd*max(.0,dot(l,n)))*hue(T*2.+dot(p.xz,p.yz)*4.);
col+=pow(clamp(dot(reflect(rd,n),l)*.5+.5,.0,1.),63.);
break;
}
if (d>3.) break;
p+=rd*d;
dd+=d;
at+=.05*(.05/dd);
}
col/=1.+exp(-col*col);
col=sqrt(col);
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 = .5 // 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 = 'It Is All Just a Reflection'
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 = shader ? shader.textContent : renderer.defaultSource
store.putShaderSource(shaderId, editor.text)
renderThis()
}
function toggleResolution() {
resolution = btnToggleResolution.checked ? .5 : 1
dpr = Math.max(1, resolution * window.devicePixelRatio)
pointers.updateScale(dpr)
resize()
}
function loop(now) {
renderer.updateMouse(pointers.first)
renderer.updatePointerCount(pointers.count)
renderer.updatePointerCoords(pointers.coords)
renderer.updateMove(pointers.move)
renderer.render(now)
frm = requestAnimationFrame(loop)
}
function renderThis() {
editor.clearError()
store.putShaderSource(shaderId, editor.text)
const result = renderer.test(editor.text)
if (result) {
editor.setError(result)
} else {
renderer.updateShader(editor.text)
}
cancelAnimationFrame(frm) // Always cancel the previous frame!
lo.........完整代码请登录后点击上方下载按钮下载查看
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