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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