threejs打造一个能量地球旋转动画效果代码
代码语言:html
所属分类:三维
代码描述:threejs打造一个能量地球旋转动画效果代码
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 { margin: 0; padding: 0; height: 100vh; overflow: hidden; display: flex; justify-content: center; align-items: center; background: #000; } </style> </head> <body> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.r118.js"></script> <script src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/EffectComposer.110.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/RenderPass.js"></script> <script src="//repo.bfw.wiki/bfwrepo/js/ShaderPass.js"></script> <script src="//repo.bfw.wiki/bfwrepo/js/CopyShader.js"></script> <script src="//repo.bfw.wiki/bfwrepo/js/LuminosityHighPassShader.js"></script> <script src="//repo.bfw.wiki/bfwrepo/js/UnrealBloomPass.js"></script> <script type="x-shader/x-vertex" id="vertex-shader"> uniform float time; attribute vec3 customColor; varying vec3 vColor; // Simplex 4D Noise // by Ian McEwan, Ashima Arts // vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} vec4 grad4(float j, vec4 ip){ const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); vec4 p,s; p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; p.w = 1.5 - dot(abs(p.xyz), ones.xyz); s = vec4(lessThan(p, vec4(0.0))); p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; return p; } float snoise(vec4 v){ const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 0.309016994374947451); // (sqrt(5) - 1)/4 F4 // First corner vec4 i = floor(v + dot(v, C.yyyy) ); vec4 x0 = v - i + dot(i, C.xxxx); // Other corners // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) vec4 i0; vec3 isX = step( x0.yzw, x0.xxx ); vec3 isYZ = step( x0.zww, x0.yyz ); // i0.x = dot( isX, vec3( 1.0 ) ); i0.x = isX.x + isX.y + isX.z; i0.yzw = 1.0 - isX; // i0.y += dot( isYZ.xy, vec2( 1.0 ) ); i0.y += isYZ.x + isYZ.y; i0.zw += 1.0 - isYZ.xy; i0.z += isYZ.z; i0.w += 1.0 - isYZ.z; // i0 now contains the unique values 0,1,2,3 in each channel vec4 i3 = clamp( i0, 0.0, 1.0 ); vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); // x0 = x0 - 0.0 + 0.0 * C vec4 x1 = x0 - i1 + 1.0 * C.xxxx; vec4 x2 = x0 - i2 + 2.0 * C.xxxx; vec4 x3 = x0 - i3 + 3.0 * C.xxxx; vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; // Permutations i = mod(i, 289.0); float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); vec4 j1 = permute( permute( permute( permute ( .........完整代码请登录后点击上方下载按钮下载查看
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