three模拟火焰燃烧动画效果代码
代码语言:html
所属分类:动画
代码描述:three模拟火焰燃烧动画效果代码
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> <head> <style> body { background-color: #000; margin: 0; } canvas { display: block; margin: 0 auto; } </style> </head> <body> <div id="js-app"> <canvas width="350" height="350" style="width: 280px; height: 280px;"></canvas> </div> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.84.js"></script> <script id="vertexShader" type="x-shader/x-vertex"> void main () { gl_Position = vec4(position, 1.0); } </script> <script id="fragmentShader" type="x-shader/x-vertex"> const int MAX_MARCHING_STEPS = 255; const float MIN_DIST = 0.0; const float MAX_DIST = 1000.0; const float EPSILON = 0.0001; const float SPHERE_R = 1.0; const float BOX_W = 1.0; const float BOX_D = 1.0; const float BOX_H = 1.0; uniform vec3 uResolution; uniform float uTime; #define M_PI 3.1415926535897932384626433832795 #define color1 vec4(1.0, 1.0, 1.0, 1.0) #define color2 vec4(1.0, 0.8, 0.2, 1.0) #define color3 vec4(1.0, 0.03, 0.0, 1.0) #define color4 vec4(0.05, 0.02, 0.02, 1.0) #define noiseSteps 1 #define noiseAmplitude 0.06 #define noiseFrequency 4.0 #define animation vec3(0.0, -6.0, 0.5) #define background vec4(0.1, 0.0, 0.0, 1.0) 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); vec3 i = floor(v + dot(v, C.yyy)); // First corner vec3 x0 = v - i + dot(i, C.xxx); vec3 g = step(x0.yzx, x0.xyz); // Other corners vec3 l = 1.0 - g; vec3 i1 = min(g.xyz, l.zxy); vec3 i2 = max(g.xyz, l.zxy); 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 i = mod289(i); // Permutations 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 = 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))); } float turbulence (vec3 position, float minFreq, float maxFreq, float qWidth) { float value = 0.0; float cutoff = clamp(0.5 / qWidth, 0.0, maxFreq); float fade; float fOut = minFreq; for (int i = noiseSteps; i >= 0; i--) { if (fOut >= 0.5 * cutoff) break; fOut *= 2.0; value += abs(snoise(position * fOut)) / fOut; } fade = clamp(2.0 * (cutoff - fOut) / cutoff, 0.0, 1.0); value += fade * abs(snoise(position * fOut)) / fOut; return 1.0 - value; } vec4 fireShade (float distance) { float c1 = saturate(distance * 5.0 + 0.5); float c2 = saturate(distance * 5.0); float c3 = saturate(distance * 3.4 - 0.5); vec4 a = mix(color1, color2, c1); vec4 b = mix(a, color3, c2); return mix(b, color4, c3); } float maxcomp (in vec3 p) { return max(p.x, max(p.y, p.z)); } vec3 opTrans (vec3 p, vec3 d) { return p - d; } vec3 opRep (vec3 p, vec3 spacing) { return mod(p, spacing) - spacing / 2.0; } vec3 opTwist (vec3 p, float q) { float c = cos(q * p.y + q); float s = sin(q * p.y + q); mat2 m = mat2(c, -s, s, c); return vec3(m * p.xz, p.y); } float sdPlane (vec3 p, vec4 n) { return dot(p, n.xyz) + n.w; } float s.........完整代码请登录后点击上方下载按钮下载查看
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