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), do.........完整代码请登录后点击上方下载按钮下载查看
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