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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