webgl+canvas大花花纹动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl+canvas大花花纹动画效果代码

代码标签: webgl canvas 大花 花纹 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 float time;
#define fact .25
#define time (fact*time)
#define hue(a) (.5+.5*sin((a)+vec3(0,1,2)))

#define C for (float i=.0; i<2.; i++) { uv=fract(uv);uv=abs(uv-1.)/dot(.5+uv,uv.yx*.5)-smoothstep(-.2,.2,sin(time/fact*.3-3.)); }
#define R col=mix(col,hue((.5+smoothstep(1.5,-.5,(uv.x-.5)/sqrt(uv.y))*13.)*3.3),.618);col-=.02*vec3(2,3,1)*(length(uv)+.25);
#define O vec2 v=gl_FragCoord.xy/resolution; col=mix(vec3(0),col,.5+.5*sqrt(16.*v.x*v.y*(1.-v.x)*(1.-v.y))); } o=vec4(col*smoothstep(.0,.2,time/fact*.3),1); }
#define M void main(void) { vec3 col=vec3(0); for (int x=0; x<=1; x++) for (int y=0; y<=1; y++) { vec2 uv=((gl_FragCoord.xy+vec2(x,y)*.5)-.5*resolution)/
#define A min(resolution.x,resolution.y),p=uv;uv=vec2(atan(uv.x,uv.y)/6.28318,length(uv));uv=vec2(uv.x*9.+uv.y,uv.x-log(uv.y)-time);

	M						// A 2D shader 
		A					// defined as 
			C				// a bunch of
				R			// macros
					O</script>
  
      <script>
/*********
 * made by Matthias Hurrle (@atzedent)
 */
let editMode = false // set to false to hide the code editor on load
let resolution = 1 // 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 = 'Shader written as a series of defines'
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!
  loop(0)
}
const debounce = (fn, delay) => {
  let timerId
  return (...args) => {
    clearTimeout(timerId)
    timerId = setTimeout(() => fn.apply(this, args), delay)
  }
}
const render = debounce(renderThis, renderDelay)
function init() {
  source = document.querySelector("script[type='x-shader/x-fragment']")

  document.........完整代码请登录后点击上方下载按钮下载查看

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