js实现一个弥红灯爱心流光动画效果代码
代码语言:html
所属分类:动画
代码描述:js实现一个弥红灯爱心流光动画效果代码
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
<html lang="en"><head> <meta charset="UTF-8"> <style> body { background-color: #000; margin: 0; overflow: hidden; background-repeat: no-repeat; } </style> </head> <body > <canvas id="canvas" width="918" height="286"></canvas> <script> var canvas = document.getElementById("canvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Initialize the GL context var gl = canvas.getContext('webgl'); if (!gl) { console.error("Unable to initialize WebGL."); } //Time var time = 0.0; //************** Shader sources ************** var vertexSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; var fragmentSource = ` precision highp float; uniform float width; uniform float height; vec2 resolution = vec2(width, height); uniform float time; #define POINT_COUNT 8 vec2 points[POINT_COUNT]; const float speed = -0.5; const float len = 0.25; float intensity = 1.3; float radius = 0.008; //https://www.shadertoy.com/view/MlKcDD //Signed distance to a quadratic bezier float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){ vec2 a = B - A; vec2 b = A - 2.0*B + C; vec2 c = a * 2.0; vec2 d = A - pos; float kk = 1.0 / dot(b,b); float kx = kk * dot(a,b); float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0; float kz = kk * dot(d,a); float res = 0.0; float p = ky - kx*kx; float p3 = p*p*p; float q = kx*(2.0*kx*kx - 3.0*ky) + kz; float h = q*q + 4.0*p3; if(h >= 0.0){ h = sqrt(h); vec2 x = (vec2(h, -h) - q) / 2.0; vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0)); float t = uv.x + uv.y - kx; t = clamp( t, 0.0, 1.0 ); // 1 root vec2 qos = d + (c + b*t)*t; res = length(qos); }else{ float z = sqrt(-p); float v = acos( q/(p*z*2.0) ) / 3.0; float m = cos(v); float n = sin(v)*1.732050808; vec3 t = vec3(m + m, -n - m, n - m) * z - kx; t = clamp( t, 0.0, 1.0 ); // 3 roots vec2 qos = d + (c + b*t.x)*t.x; float dis = dot(qos,qos); res = dis; qos = d + (c + b*t.y)*t.y; dis = dot(qos,qos); res = min(res,dis); qos = d + (c + b*t.z)*t.z; dis = dot(qos,qos); res = min(res,dis); res = sqrt( res ); } return res; } //http://mathworld.wolfram.com/HeartCurve.html vec2 getHeartPosition(float t){ return vec2(16.0 * sin(t) * sin(t) * sin(t), -(13.0 * cos(t) - 5.0 * cos(2.0*t) - 2.0 * cos(3.0*t) - cos(4.0*t))); } //https://www.shadertoy.com/view/3s3GDn float getGlow(float dist, float radius, float intensity){ return pow(radius/dist, intensity); } float getSegment(float t, vec2 pos, float offset, float scale){ for(int i = 0; i < POINT_COUNT; i++){ points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28); } vec2 c = (points[0] + points[1]) / 2.0; vec2 c_prev; float dist = 10000.0; for(int i = 0; i < POINT_COUNT-1; i++){ //https://tinyurl.com/y2htbwkm c_prev = c; c = (points[i] + points[i+1]) / 2.0; dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c)); } return max(0.0, dist); } void main(){ vec2 uv = gl_FragCoord.xy/resolution.xy; float widthHeightRatio = resolution.x/resolution.y; vec2 centre = vec2(0.5, 0.5); vec2 pos = centre - uv; pos.y /= widthHeightRatio; //Shift upwards to centre heart pos.y += 0.02; float scale = 0.000015 * height; float t = time; //Get first segment float dist = getSegment(t, pos, 0.0, scale); float glow = getGlow(dist, radius, intensity); vec3 col = vec3(0.0); //White core col += 10.0*vec3(smoothstep(0.003, 0.001, di.........完整代码请登录后点击上方下载按钮下载查看
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