webgl实现图片玻璃破碎效果代码

代码语言:html

所属分类:其他

代码描述:webgl实现图片玻璃破碎效果代码,可通过右上角面板调节参数。

代码标签: webgl 图片 玻璃 破碎

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>
body, html {
    margin: 0;
    padding: 0;
}

canvas {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
}

.tip {
    position: fixed;
    top: 90%;
    left: 50%;
    transform: translate(-50%, -50%);
    font-family: monospace;
    user-select: none;
    pointer-events: none;
    background-color: cornsilk;
    color: red;
}

.lil-gui {
    --width: 400px;
    --widget-height: 20px;
    font-size: 15px;
    --input-font-size: 15px;
    --padding: 10px;
    --spacing: 10px;
    --slider-knob-width: 5px;
    --background-color: rgba(5, 0, 15, .9);
    --widget-color: rgba(255, 255, 255, .3);
    --focus-color: rgba(255, 255, 255, .4);
    --hover-color: rgba(255, 255, 255, .5);
    --font-family: monospace;
    z-index: 1;
}
</style>


  
  
</head>

<body translate="no">
  <input id="image-selector-input" style="visibility:hidden;" type="file">

<canvas></canvas>

<div class="tip">
    click to break, space to toggle
</div>


<script type="x-shader/x-fragment" id="vertShader">
    precision mediump float;

    varying vec2 vUv;
    attribute vec2 a_position;

    void main() {
        vUv = .5 * (a_position + 1.);
        gl_Position = vec4(a_position, 0.0, 1.0);
    }
</script>

<script type="x-shader/x-fragment" id="fragShader">
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D u_image_texture;
    uniform float u_edge_thickness;
    uniform float u_ratio;
    uniform vec2 u_pointer_position;
    uniform float u_img_ratio;
    uniform float u_click_randomizer;
    uniform float u_rotation;
    uniform float u_effect;
    uniform float u_effect_active;

    #define TWO_PI 6.28318530718
    #define PI 3.14159265358979323846


    float random(float x) {
        return fract(sin(x * 12.9898) * 43758.5453);
    }

    float random2(vec2 p) {
        return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5453);
    }

    float noise(vec2 p) {
        vec2 ip = floor(p);
        vec2 u = fract(p);
        u = u*u*(3.0-2.0*u);

        float res = mix(
        mix(random2(ip), random2(ip+vec2(1.0, 0.0)), u.x),
        mix(random2(ip+vec2(0.0, 1.0)), random2(ip+vec2(1.0, 1.0)), u.x), u.y);
        return res*res;
    }

    float get_sector_shape(float d, float a, float angle, float edges) {
        float angle1 = PI;
        float angle2 = angle1 + angle;

        float edge1 = smoothstep(angle1 - edges / d, angle1 + edges / d, a);
        float edge2 = smoothstep(angle2 - edges / d, angle2 + edges / d, a);

        return edge1 * (1. - edge2);
    }


    float get_img_frame_alpha(vec2 uv, float img_frame_width) {
        float img_frame_alpha = smoothstep(0., img_frame_width, uv.x) * smoothstep(1., 1. - img_frame_width, uv.x);
        img_frame_alpha *= smoothstep(0., img_frame_width, uv.y) * smoothstep(1., 1. - img_frame_width, uv.y);
        return img_frame_alpha;
    }


    float get_simple_cracks(float a, float d, float n) {
        a *= (1. + sin(2. * a + PI + 2. * u_click_randomizer));
        float simple_cracks_number = 10.;
        float simple_cracks_angle_step = TWO_PI / simple_cracks_number;
        float simple_crack_angle = mod(a + n + u_click_randomizer, simple_cracks_angle_step);
        float cracks_shape = 4. * abs(simple_crack_angle - .5 * simple_cracks_angle_step);
        cracks_shape = mix(cracks_shape, 1., smoothstep(.9, 1., d));
        cracks_shape *= pow(d + .4 * u_click_randomizer * max(0., cos(2. * a + u_click_randomizer) * sin(1. * a)), 12.);
        cracks_shape = (1. + n) * (1. + sin(4. * a)) * step(.9, cracks_shape);
        return cracks_shape;
    }

    vec2 get_img_uv() {
        vec2 img_uv = vUv;
        img_uv -= .5;
        if (u_ratio > u_img_ratio) {
            img_uv.x = img_uv.x * u_ratio / u_img_ratio;
        } else {
            img_uv.y = img_uv.y * u_img_ratio / u_ratio;
        }
        float scale_factor = 1.4;
        img_uv *= scale_factor;
        img_uv += .5;
        img_uv.y = 1. - img_uv.y;

        return img_uv;
    }

    vec2 get_disturbed_uv(vec2 uv, float section_constant, float edge, vec2 direction, float border) {
        float img_distortion = u_effect * (section_constant - .5);
        vec2 discurbed_uv = uv;
        discurbed_uv += 2. * img_distortion;
        discurbed_uv.x -= mix(.03 * edge * direction.x, -.1 * edge, border);
        discurbed_uv.y -= mix(.03 * edge * direction.y, -.1 * edge, border);
        vec2 center = vec2(0.5, 0.5);
        discurbed_uv = discurbed_uv - center;
        float cosA = cos(4. * img_distortion);
        float sinA = sin(4. * img_distortion);
        float perspective = 1. + img_distortion * discurbed_uv.y;
        discurbed_uv = vec2(
        perspective * (cosA * discurbed_uv.x - sinA * discurbed_uv.y),
        perspective * (sinA * discurbed_uv.x + cosA * discurbed_uv.y)
        );
        discurbed_uv += center;
        return discurbed_uv;
    }


    void main() {
        vec2 uv = vUv;
        uv.y = 1. - uv.y;
        uv.x *= u_ratio;

        vec2 pointer = u_pointer_position;
        vec2 pointer_direction = normalize(u_pointer_position - vec2(vUv.x, 1. - vUv.y));
        pointer.x *= u_ratio;
        pointer = pointer - uv;
        float pointer_angle = atan(pointer.y, pointer.x);
        float pointer_distance = length(pointer);
        float pointer_distance_normalized = (1. - clamp(pointer_distance, 0., 1.));

        vec3 color = vec3(0.);

        vec2 img_uv = get_img_uv();

        float sector_constant = 0.;
        float sector_start_angle = 0.;
        float is_sector_edge = 0.;
        float is_grid_edge = 0.;
        float is_central_edge = 0.;

        float angle_noise = .3 * noise(3. * img_uv);

        for (int i = 0; i < 12; i++) {
            float sector_seed = float(i) + u_click_randomizer + 2.;

            float angle_normalised = mod((pointer_angle - sector_start_angle) / TWO_PI, 1.);
            angle_normalised += .1 * angle_noise;

            float angle = angle_normalised * TWO_PI;
            float sector_size = (.01 + 2. * random2(vec2(float(i) + u_click_randomizer, u_pointer_position.x)));
            sector_size = min(sector_size, TWO_PI - sector_start_angle);

            float thickness = u_edge_thickness * (.2 + random(3. * sector_seed));
            thickness += angle_noise * .03 * pow(pointer_distance_normalized, 80.);

            float shape = get_sector_shape(pointer_distance, angle, sector_size, thickness);
            is_sector_edge = max(is_sector_edge, smoothstep(.6, 1., shape));
            sector_constant = mix(sector_constant, random(sector_seed), smoothstep(.2, .8, shape));

            vec2 grid_uv = 2. * (.8 + .5 * pointer_distance_normalized) * img_uv;
            float grid_noise = noise(grid_uv + sector_seed);
            float grid_thickness = (.4 + .4 * random(10. * sector_seed)) * u_edge_thickness;
            float grid_shape = shape * smoothstep(.27, .27 + grid_thickness, grid_noise);
            is_grid_edge += (smoothstep(.1, .5, grid_shape) * smoothstep(.9, .6, grid_shape));

            sector_constant = mix(sector_constant, random(sector_seed + 100.), smoothstep(.2, .8, grid_shape));

            vec2 central_grid_uv = img_uv * (3. + 3. * pow(pointer_distance_normalized, 10.));
            float central_grid_noise = noise(central_grid_uv + sector_seed);
            float central_grid_thickness = (1. + .5 * random(-2. + sector_seed)) * u_edge_thickness;
            float central_grid_shape = step(.7, shape) * smoothstep(.27, .27 + central_grid_thickness, central_.........完整代码请登录后点击上方下载按钮下载查看

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