webgl实现草原上的七星瓢虫三维爬行效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现草原上的七星瓢虫三维爬行效果代码
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 { height: 100%; } body { background: #286870; background: -moz-linear-gradient(180deg, #286870 0%, #0b232b 62%, #588849 100%); background: -webkit-linear-gradient(180deg, #286870 0%, #0b232b 62%, #588849 100%); background: linear-gradient(180deg, #286870 0%, #0b232b 62%, #588849 100%); overflow: hidden; padding: 0; margin: 0; width: 100%; height: 100%; min-height: 100vh; display: flex; align-items: center; position: relative; } canvas { box-sizing: border-box; padding: 0; margin: 0; outline: none; box-shadow: 2px 20px 13px rgba(0, 0, 0, 0.75); position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); width: 800px; height: 450px; z-index: 0; } </style> </head> <body > <!-- VertexShader code here --> <script id="vertexShader" type="x-shader/x-vertex">#version 300 es precision highp float; in vec4 vPosition; void main() { gl_Position = vPosition; } </script> <!-- FragmentShader code here --> <script id="fragmentShader" type="x-shader/x-fragment">#version 300 es precision highp float; out vec4 fragColor; uniform vec4 mouse; uniform vec2 resolution; uniform float time; #define R resolution #define T time #define M mouse #define PI 3.14159265359 #define PI2 6.28318530718 #define MAX_DIST 120. #define MIN_DIST .0005 float hash21(vec2 p) { return fract(sin(dot(p,vec2(23.86,48.32)))*4374.432); } vec2 hash2( vec2 p) { return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453); } vec3 hash3( vec2 p) { vec3 q = vec3( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)), dot(p,vec2(419.2,371.9)) ); return fract(sin(q)*43758.5453); } mat2 rot(float a) { return mat2(cos(a),sin(a),-sin(a),cos(a)); } vec3 noised( in vec2 x ){ vec2 f = fract(x); vec2 u = f*f*(3.0-2.0*f); vec2 p = vec2(floor(x)); float a = hash21( p+vec2(0,0) ); float b = hash21( p+vec2(1,0) ); float c = hash21( p+vec2(0,1) ); float d = hash21( p+vec2(1,1) ); return vec3(a+(b-a)*u.x+(c-a)*u.y+(a-b-c+d)*u.x*u.y, 6.0*f*(1.0-f)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx)); } float fbm( vec2 p, float freq ) { float h = -1.,w = 2.6,m = .35; for (float i = 0.; i < freq; i++) { h += w * noised((p * m)).x; w *= .5; m *= 2.; } return h; } vec2 truchet(vec2 uv, float scale) { uv *= scale; vec2 grid = fract(uv)-.5; vec2 id = floor(uv); float hs = hash21(id); if(hs>.5) grid.x*=-1.; vec2 d2 = vec2(length(grid-.5), length(grid+.5)); vec2 gx = d2.x<d2.y? vec2(grid-.5) : vec2(grid+.5); float circle = length(gx)-.5; circle=abs(circle)-.095; return vec2(clamp(circle,0.,1.),hs); } //@iq Voronoi Distances //https://www.shadertoy.com/view/ldl3W8 vec4 voronoi( in vec2 x){ vec2 n = floor(x); vec2 f = fract(x); float ox = 0.; float wave = 323.23123; vec2 mg, mr; float md = 8.; for( float j=-1.; j<=1.; j++ ) for( float i=-1.; i<=1.; i++ ) { vec2 g = vec2(i,j); vec2 o = hash2( n + g ); o = .35 + .35 *sin(o * wave + PI2); vec2 r = g + o - f; float d = dot(r,r); if( d<md ){ md = d; mr = r; mg = g; } } md = 8.; for( float j=-2.; j<=2.; j++ ) for( float i=-2.; i<=2.; i++ ) { vec2 g = mg + vec2(i,j); vec2 o = hash2( n + g ); ox = o.x; o = .35 + .35 *sin(o * wave + PI2); vec2 r = g + o - f; if( dot(mr-r,mr-r)>.00001 ) md = min( md, dot( .5*(mr+r), normalize(r-mr) ) ); } return vec4( md, mr, ox ); } //globals vec3 hitPoint,hit; mat2 rotA,rotB,rotC; float box(vec3 p,vec3 s) { p=abs(p)-s; return max(p.x,max(p.y,p.z)); } float box(vec2 p, vec2 b) { vec2 d = abs(p)-b; return length(max(d,0.0)) + min(max(d.x,d.y),0.0); } // Field created watching @nusans shader livestream // with some improvisations on some things float blade(vec3 p, float sc) { p/=sc; p.y-=1.5; p.zx+= abs(p.xz)*.1; float wd = sin((p.y+1.5)*1.5)*.1; float d = box(p,vec3(wd,1.5,wd)); return d*sc*.8; } vec2 field(vec3 p, float rp) { vec2 res=vec2(1e5,0); vec2 id=floor(p.xz/rp-.5); float hs = hash21(id); p.xz=(fract(p.xz/rp-.5)-.5)*rp; p.xz*=rot(hs*PI2); float fs = hash21(id+3.4); float sc = .5+hs*.8; float b = blade(p,sc); if(b<res.x) res =vec2(b,1.); if(fs>.9) { float fb=length(p-vec3(0,sc*2.,0))-(sc*.075); if(fb<res.x) res =vec2(fb,6.); } return res; } vec2 grass(vec3 p) { vec2 res = vec2(1e5,0),d; p.xz +=sin(p.zx*.15+p.y*.1+T*3.)*.3*max(0.,p.y)*.5; d = field(p,1.75); if(d.x<res.x) res = d; p.xz*=rotA; p.x+=45.35; d = field(p,1.15); if(d.x<res.x) res = d; p.xz*=rotB; p.x+=141.5; d = field(p,.75); if(d.x<res.x) res = d; return res; } float specks(vec3 p,float rp) { p.z+=T*5.+abs(sin(T*.5-p.z*.01))*10.; p.xyz+=sin(p.zxy*vec3(.02,0,.07)+vec3(.1,.07,.05)*T)*5.5; p = (fract(p/rp-.5)-.5)*rp; return length(p)-.05; } float mst=0.; float mist(vec3 p) { vec3 q = p; float d = specks(p,11.); p.xz*=rotC; p.yz*=rotB; d = min(specks(p,7.),d); d += max(.0,-(6.-q.y)*.025); return d; } // The truchet path is something I made up, however I haven't // found a good way of implimenting yet - tried some other // multi-tap systems so prevent the cutoff but not smart enough // mathwise to know what I'm trying to do. // well its not perfect but looks ok if you squint. float gid,sid; vec2 map(vec3 p, float sd) { vec2 res = vec2(1e5,0.); p.x+=T; vec3 pbk = p; float gnd = fbm(p.xz*.15,.1)*1.95; p.y+=gnd; vec2 uv = p.xz*.05; float py = p.y+.5; vec2 tc = truchet(p.xz,.05); float cc = tc.x; vec2 dx = grass(p); if(dx.x<res.x) { if(cc<.03){ dx.x += max(.1,.15-cc*.25); } res = vec2(dx.x,dx.y); hit=p; } float mt3 = mist(p); if(mt3<res.x && sd>0.) { res = vec2(mt3,3.); mst +=clamp(.0025/(.00025+mt3*mt3) ,.0, max(.0, (gnd)*.015) ); //mst += .0025/(.00025+mt3*mt3); } vec2 id = floor(p.xz*.05); vec2 guv= fract(p.xz*.05)-.5; float hs .........完整代码请登录后点击上方下载按钮下载查看
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