three打造三维多彩碎片化海底鱼群游动效果代码
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代码描述:three打造三维多彩碎片化海底鱼群游动效果代码
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<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <style> body{ margin: 0; padding: 0; overflow: hidden; } </style> </head> <body > <div class="wrapper" id="wrapper"> </div> <script id="simulation_vel" type="x-shader/x-fragment"> // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } // via: https://petewerner.blogspot.jp/2015/02/intro-to-curl-noise.html vec3 curlNoise( vec3 p ){ const float e = 0.1; float n1 = snoise(vec3(p.x, p.y + e, p.z)); float n2 = snoise(vec3(p.x, p.y - e, p.z)); float n3 = snoise(vec3(p.x, p.y, p.z + e)); float n4 = snoise(vec3(p.x, p.y, p.z - e)); float n5 = snoise(vec3(p.x + e, p.y, p.z)); float n6 = snoise(vec3(p.x - e, p.y, p.z)); float x = n2 - n1 - n4 + n3; float y = n4 - n3 - n6 + n5; float z = n6 - n5 - n2 + n1; const float divisor = 1.0 / ( 2.0 * e ); return normalize( vec3( x , y , z ) * divisor ); } uniform float timer; uniform float delta; uniform float speed; uniform float factor; uniform float evolution; uniform float radius; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 c = texture2D( posTex, uv ); vec4 oldVel = texture2D( velTex, uv ); vec3 pos = c.xyz; float life = oldVel.a; float s = life / 100.0; float speedInc = 1.0; vec3 v = factor * speedInc * delta * speed * ( curlNoise( .2 * pos) ); pos += v; life -= 0.3; if( life <= 0.0) { pos = texture2D( defTex, uv ).xyz; life = 100.0; } gl_FragColor = vec4( pos - c.xyz, life ); } </script> <script id="simulation_pos" type="x-shader/x-fragment"> void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 tmpPos = texture2D( posTex, uv ); vec3 pos = tmpPos.xyz; vec4 tmpVel = texture2D( velTex, uv ); vec3 vel = tmpVel.xyz; pos += vel; gl_FragColor = vec4( pos, 0.0 ); } </script> <script id="simulation_def" type="x-shader/x-fragment"> void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 tmpPos = texture2D( defTex, uv ); gl_FragColor = vec4( tmpPos.rgb, 0.0 ); } </script> <script id="vs-particles" type="x-shader/x-vertex"> attribute float aNum; attribute float aRandom; // attribute vec2 aPosUv attribute vec3 aColor; uniform sampler2D posMap; uniform sampler2D velMap; uniform float size; uniform float timer; uniform vec3 boxScale; uniform float meshScale; uniform mat4 shadowMatrix; varying vec3 vPosition; varying vec3 vColor; varying vec4 vShadowCoord; mat3 calcLookAtMatrix(vec3 vector, float roll) { vec3 rr = vec3(sin(roll), cos(roll), 0.0); vec3 ww = normalize(vector); vec3 uu = normalize(cross(ww, rr)); vec3 vv = normalize(cross(uu, ww)); return mat3(uu, ww, vv); } void main() { vec2 posUv; posUv.x = mod(aNum, (size - 1.0)); posUv.y = float(aNum / (size - 1.0)); posUv /= vec2(size); vec4 cubePosition = texture2D( posMap, posUv ); vec4 cubeVelocity = texture2D( velMap, posUv ); float alpha = cubeVelocity.a / 100.0; float scale = 0.025 * 4.0 * (1.0 - alpha) * alpha; mat4 localRotationMat = mat4( calcLookAtMatrix( cubeVelocity.xyz, 0.0 ) ); vec3 modifiedVertex = (localRotationMat * vec4( position * scale * aRandom * (vec3(1.0)) * boxScale * meshScale, 1.0 ) ).xyz; vec3 modifiedPosition = modifiedVertex + cubePosition.xyz; gl_Position = projectionMatrix * modelViewMatrix * vec4( modifiedPosition, 1.0 ); vPosition = modifiedPosition; // via: line 7 in https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl vShadowCoord = shadowMatrix * modelMatrix * vec4( modifiedPosition, 1.0 ); vColor = aColor; } </script> <script id="fs-particles" type="x-shader/x-fragment"> varying vec3 vPosition; varying vec3 vColor; varying vec4 vShadowCoord; uniform sampler2D shadowMap; uniform vec2 shadowMapSize; uniform float shadowBias; uniform float shadowRadius; // uniform sampler2D projector; uniform vec3 lightPosition; uniform vec2 resolution; float bias; // via: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/packing.glsl const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1) const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. ); const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. ); float unpackRGBAToDepth( const in vec4 v ) { return dot( v, UnpackFactors ); } // via: // https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl#L32 float texture2DCompare( sampler2D depths, vec2 uv, float compare ) { return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) ); } // via: // https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl#L60 float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) { float shadow = 1.0; shadowCoord.xyz /= shadowCoord.w; shadowCoord.z += shadowBias; // if ( something && something ) breaks ATI OpenGL shader compiler // if ( all( something, something ) ) using this instead bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 ); bool inFrustum = all( inFrustumVec ); bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 ); bool frustumTest = all( frustumTestVec ); if ( frustumTest ) { vec2 texelSize = vec2( 1.0 ) / shadowMapSize; float dx0 = - texelSize.x * shadowRadius; float dy0 = - texelSize.y * shadowRadius; float dx1 = + texelSize.x * shadowRadius; float dy1 = + texelSize.y * shadowRadius; shadow = ( texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z ) ) * ( 1.0 / 9.0 ); } return shadow; } mat2 rotationMatrix( float a ) { return mat2( cos( a ), sin( a ), -sin( a ), cos( a ) ); } vec3 calcIrradiance_hemi(vec3 newNormal, vec3 lightPos, vec3 grd, vec3 sky){ float dotNL = dot(newNormal, normalize(lightPos)); float hemiDiffuseWeight = 0.5 * dotNL + 0.5; return mix(grd, sky, hemiDiffuseWeight); } vec3 calcIrradiance_dir(vec3 newNormal, vec3 lightPos, vec3 light){ float dotNL = dot(newNormal, normalize(lightPos)); return light * max(0.0, dotNL); } const float PI = 3.14159265358979323846264; // hemisphere ground color const vec3 hemiLight_g = vec3(256.0, 246.0, 191.0) / vec3(256.0); // hemisphere sky color const vec3 hemiLight_s_1 = vec3(0.5882352941176471,0.8274509803921568,0.8823529411764706); const vec3 hemiLight_s_2 = vec3(0.9686274509803922,0.8509803921568627,0.6666666666666666); const vec3 hemiLight_s_3 = vec3(0.8784313725490196,0.5882352941176471,0.7647058823529411); // directional light color const vec3 dirLight = vec3(0.4); const vec3 dirLight_2 = vec3(0.1); const vec3 hemiLightPos_1 = vec3(1.0, 1.0, -1.0); const vec3 hemiLightPos_2 = vec3(-1.0, -1.0, 1.0); const vec3 hemiLightPos_3 = vec3(-1.0, 1.0, 1.0); void main() { vec3 fdx = dFdx( vPosition ); vec3 fdy = dFdy( vPosition ); vec3 n = normalize(cross(fdx, fdy)); float diffuse = max(0.0, dot(n, normalize(lightPosition))); float theta = clamp( -diffuse, 0., 1. ); bias = 0.005 * tan( acos( theta ) ); bias = clamp( bias, 0., 0.01 ); // shadow gradient // float mask = sqrt(pow((vShadowCoord.x - 0.5) * 2.0, 2.0) + pow((vShadowCoord.y - 0.5) * 2.0, 2.0)); // mask = 1.0 - smoothstep(0.5, 1.0, mask); vec3 hemiColor = vec3(0.0); hemiColor += calcIrradiance_hemi(n, hemiLightPos_1, hemiLight_g, hemiLight_s_1) * 0.43; hemiColor += calcIrradiance_hemi(n, hemiLightPos_2, hemiLight_g, hemiLight_s_2) * 0.33; hemiColor += calcIrradiance_hemi(n, hemiLightPos_3, hemiLight_g, .........完整代码请登录后点击上方下载按钮下载查看
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