three实现三维迷幻水母游动动画效果代码

代码语言:html

所属分类:三维

代码描述:three实现三维可旋转的迷幻水母游动动画效果代码

代码标签: three 三维 水母 动画

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>
html, body {
  margin: 0;
  overflow: hidden;
}

#canvas {
  display: block;
  width: 100vw;
  height: 100vh;
}
</style>




</head>

<body>
  <canvas id="canvas" ></canvas>

<script type="x-shader" id="shader_vertex">
#define PI 3.1415926535897932384626433832795

float TAU = PI * 2.0;

uniform float u_time;
uniform float u_width;
uniform float u_bump_frequency;
uniform float u_bump_scale;

varying vec3 v_pos;
varying vec3 v_orig_pos;
varying vec3 v_view_pos;
varying float v_bumps;

const float bump_iterations = 7.0;

void main() {

  
  vec4 model_position = modelMatrix * vec4(position, 1.0);

  vec3 pos = position;

  pos.xz *= u_width - (0.05 + smoothstep(0.0, -0.3, position.y) * -0.3) * u_width * 0.3;
  
  pos.xz *= 1.0 - sin((pos.y + u_time * 0.2 * TAU) * 2.0) * 0.2;
  pos.y *= 1.0 - sin((pos.y + (u_time + 0.3) * 0.2 * TAU) * 2.0) * .6;
  
  float bumps = 0.0;

  for (float i = 1.0; i < bump_iterations; i += 1.0) {
    float bump_scalar = (pos.y * 0.5 - 1.0) * u_bump_frequency * pow(i, 1.4);
    float bump_noise = snoise4(vec4(
      pos.x * bump_scalar,
      pos.y * bump_scalar + u_time * 0.1,
      pos.z * bump_scalar,
      u_time * 0.1 * pow(i, 1.0)
    ));
    bump_noise = abs(bump_noise);
    bumps += bump_noise * u_bump_scale / i * sin(((pos.y + u_time * 0.2 * TAU) - PI * .5) * 2.0);
  }
  pos *= 1.0 + bumps;


  pos.xz *= 1.0 - smoothstep(0.2, 0.1, position.y) * 0.35;

  model_position.xyz = pos;

  vec4 view_position = viewMatrix * model_position;
  vec4 projected_position = projectionMatrix * view_position;

  gl_Position = projected_position;

  v_pos = vec3(model_position.xyz);
  v_view_pos = vec3(view_position.xyz);
  v_bumps = bumps;
  v_orig_pos = position;
}
</script>

<script type="x-shader" id="shader_fragment">
uniform float u_time;

varying vec3 v_pos;
varying vec3 v_view_pos;
varying vec3 v_orig_pos;
varying float v_bumps;

void main() {

  vec3 color_dark = vec3(0, 0, 0);
  vec3 color_light = vec3(240, 230, 243);

  vec3 color = mix(color_dark, color_light, v_bumps * 0.002);

  color = mix(color, color_light, (1.5 + v_pos.y * 0.5) * 0.0008);

  float noise = snoise4(vec4(
    v_pos.x + v_orig_pos.y * 32.0,
    v_orig_pos.y * v_pos.y * 0.1,
    v_pos.z + v_orig_pos.y * 32.0,
    u_time
  ));
  noise = noise * 0.25 * smoothstep(0.1, 0.2, v_orig_pos.y);
  color -= noise;
  color.r *= 1.0 + distance(v_pos.xyz, vec3(0.0,v_orig_pos.y,0.0)) * 0.5;
  color.b += noise * v_pos.y;

  color.r *= 1.3;
  color.g *= v_pos.y + 0.5;
  color.b *= v_pos.y + 0.5;
  color.b += (1.0 - color.r) * 0.4;

  color *= .9;

  gl_FragColor = vec4(color, 1.0);
}
</script>

<script type="x-shader" id="shader_simplexNoise4D">
	//
// 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
//

vec4 mod289(vec4 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0; }

float mod289(float x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0; }

vec4 permute(vec4 x) {
     return mod289(((x*34.0)+1.0)*x);
}

float permute(float x) {
     return mod289(((x*34.0)+1.0)*x);
}

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;
  }

// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451

float snoise4(vec4 v)
  {
  const vec4  C = vec4( 0.138196601125011,  // (5 - sqrt(5)).........完整代码请登录后点击上方下载按钮下载查看

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