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
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_Frag.........完整代码请登录后点击上方下载按钮下载查看
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