threejs实现一个canvas webgl多彩三维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:threejs实现一个canvas webgl多彩三维水母游动动画效果代码,可拖动旋转。
代码标签: three canvas webgl 水母 三维
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" /> <script type="x-shader" id="shader_vertex"> #define PI 3.1415926535897932384626433832795 const float TAU = PI * 2.0; uniform float u_time; varying vec3 v_mod_pos; varying vec3 v_orig_pos; varying float v_tail_bumps; varying float v_head_swirl; varying float v_head_bumps; float get_area(float begin, float end, float value) { return step(begin, value) - step(end, value); } float get_normalized_range(float begin, float end, float value) { float range = end - begin; return value / range; } void main() { vec4 model_position = modelMatrix * vec4(position, 1.0); // the original position of the vertices vec3 orig_pos = model_position.xyz; // the modified position of the vertices vec3 mod_pos = model_position.xyz; // scale down bottom part mod_pos.xz *= 1.0 - smoothstep(0.05, -0.4, orig_pos.y) * 0.2; // pinch tail mod_pos.xz *= 1.0 - smoothstep(0.05, -1.0, orig_pos.y); // stretch tail mod_pos.y *= 1.0 + smoothstep(0.0, -1.0, orig_pos.y) * 2.0; // curl tail in beneath head float area_curled_under_head = smoothstep(0.1, 0.0, orig_pos.y) - smoothstep(-0.1, 0.0, orig_pos.y); float area_curled_under_head_position = clamp(get_normalized_range(0.1, -0.1, orig_pos.y), 0.0, 1.0); mod_pos.y += sin(area_curled_under_head_position * PI * 0.5) * area_curled_under_head * 0.5; float swim_speed = u_time * 2.0 + sin(u_time * 2.0 + PI) * 0.5 + snoise2(vec2(u_time * 0.02, 0.0)); // entire swimming motion mod_pos.y += sin(swim_speed + mod_pos.y + PI * 0.4) * 0.15; // wiggly head swimming motion mod_pos.x += sin(swim_speed * 0.5 + mod_pos.y * 3.5) * 0.15 * clamp(orig_pos.y - 0.3, 0.0, 1.0) * smoothstep(-0.6,-0.4, orig_pos.y); mod_pos.z += cos(swim_speed * 0.5 + mod_pos.y * 3.7) * 0.15 * clamp(orig_pos.y - 0.3, 0.0, 1.0) * smoothstep(-0.6,-0.4, orig_pos.y); // head swimming motion float swimming_head_area = 1.0 - smoothstep(-0.2, -0.4, orig_pos.y); mod_pos.x *= 1.0 + sin(swim_speed + orig_pos.y) * (swimming_head_area * 0.15 + (0.1 * orig_pos.y)); mod_pos.z *= 1.0 + sin(swim_speed + orig_pos.y) * (swimming_head_area * 0.15 + (0.1 * orig_pos.y)); mod_pos.y *= 1.0 + sin(swim_speed + orig_pos.y + PI * 0.75) * swimming_head_area * 0.1; // head swirl float head_swirl_angle = atan(orig_pos.x, orig_pos.z); float head_.........完整代码请登录后点击上方下载按钮下载查看
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