canvas+webgl实现图形放大反色动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas+webgl实现图形放大反色动画效果代码
代码标签: canvas webgl 图形 放大 反色 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>
*{ margin: 0px;}
</style>
</head>
<body translate="no">
<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;
}
float shape( in vec2 p, float sides ,float size)
{
float d = 0.0;
vec2 st = p *2.-1.;
// Number of sides of your shape
float N = sides ;
// Angle and radius from the current pixel
float a = atan(st.x,st.y)+PI ;
float r = (2.* PI)/(N) ;
// Shaping function that modulate the distance
d = cos(floor(.5+a/r)*r-a)*length(st);
return 1.0-smoothstep(size,size +.1,d);
}
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;
}
// 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
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
vec4 gy = abs(gx) - .........完整代码请登录后点击上方下载按钮下载查看
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