three和webgl实现一个可带来宁静感的迷幻波纹动画效果代码

代码语言:html

所属分类:动画

代码描述:three和webgl实现一个可带来宁静感的迷幻波纹动画效果代码

代码标签: three webgl 迷幻 波纹 宁静

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>
@import url("https://fonts.googleapis.com/css?family=Poppins:400,900");
body {
  overflow: hidden;
}

canvas {
  display: block;
}

.world {
  position: absolute;
  width: 100%;
  height: 100%;
  background: #FF4066;
}

.title {
  position: absolute;
  color: white;
  width: calc 20%;
  font-size: 24px;
  font-weight: 900;
  font-family: "Poppins";
  letter-spacing: 1px;
  bottom: 40px;
  left: 40px;
}

.remark {
  position: relative;
  color: white;
  font-size: 10px;
  font-family: "Poppins";
  font-weight: 400;
  letter-spacing: 1px;
  line-height: 1.5;
}

.credits {
  position: relative;
  color: white;
  margin-top: 20px;
  font-size: 10px;
  font-family: "Poppins", sans-serif;
  font-weight: 900;
  letter-spacing: 3px;
  text-transform: uppercase;
}

.credits a {
  color: white;
  text-decoration: none;
}

.credits a:hover {
  color: blue;
  text-decoration: none;
}
</style>
<link type="text/css" rel="stylesheet" href="//repo.bfw.wiki/bfwrepo/css/normalize.css">


</head>

<body >
  <div class="world"></div>
<div class="title">
	<p>盯着看这些波纹一分钟<br/>将为您带来56%的宁静*</p>
<p class="remark">* 据我自己进行的非常认真和可靠的研究.</p>



<script type="x-shader/x-fragment" id="fragmentShader">
	precision highp float;

	uniform float uTime;
	uniform vec2 uMousePosition;
	uniform float uHue;
	uniform float uHueVariation;
	uniform float uDensity;
	uniform float uDisplacement;
	uniform float uGradient;
	
	varying vec2 vUv;

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

	float rand(vec2 co){
		return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
	}

	float hue2rgb(float f1, float f2, float hue) {
			if (hue < 0.0)
					hue += 1.0;
			else if (hue > 1.0)
					hue -= 1.0;
			float res;
			if ((6.0 * hue) < 1.0)
					res = f1 + (f2 - f1) * 6.0 * hue;
			else if ((2.0 * hue) < 1.0)
					res = f2;
			else if ((3.0 * hue) < 2.0)
					res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
			else
					res = f1;
			return res;
	}

	vec3 hsl2rgb(vec3 hsl) {
			vec3 rgb;

			if (hsl.y == 0.0) {
					rgb = vec3(hsl.z); // Luminance
			} else {
					float f2;

					if (hsl.z < 0.5)
							f2 = hsl.z * (1.0 + hsl.y);
					else
							f2 = hsl.z + hsl.y - hsl.y * hsl.z;

					float f1 = 2.0 * hsl.z - f2;

					rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
					rgb.g = hue2rgb(f1, f2, hsl.x);
					rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
			}
			return rgb;
	}

	vec3 hsl2rgb(float h, float s, float l) {
			return hsl2rgb(vec3(h, s, l));
	}

	float noise(vec3 p){
			vec3 a = floor(p);
			vec3 d = p - a;
			d = d * d * (3.0 - 2.0 * d);

			vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
			vec4 k1 = perm(b.xyxy);
			vec4 k2 = perm(k1.xyxy + b.zzww);

			vec4 c = k2 + a.zzzz;
			vec4 k3 = perm(c);
			vec4 k4 = perm(c + 1.0);

			vec4 o1 = fract(k3 * (1.0 / 41.0));
			vec4 o2 = fract(k4 * (1.0 / 41.0));

			vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
			vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);

			return o4.y * d.y + o4.x * (1.0 - d.y);
	}

	vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

	float cnoise(vec2 P){
			vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
			vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
			Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
			vec4 ix = Pi.xzxz;
			vec4 iy = Pi.yyww;
			vec4 fx = Pf.xzxz;
			vec4 fy = Pf.yyww;
			vec4 i = perm(perm(ix) + iy);
			vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
			vec4 gy = abs(gx) - 0.5;
			vec4 tx = floor(gx + 0.5);
			gx = gx - tx;
			vec2 g00 = vec2(gx.x,gy.x);
			vec2 g10 = vec2(gx.y,gy.y);
			vec2 g01 = vec2(gx.z,gy.z);
			vec2 g11 = vec2(gx.w,gy.w);
			vec4 norm = 1.79284291400159 - 0.85373472095314 *
			vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
			g00 *= norm.x;
			g01 *= norm.y;
			g10 *= norm.z;
			g11 *= norm.w;
			float n00 = dot(g00, vec2(fx.x, fy.x));
			float n10 = dot(g10, vec2(fx.y, fy.y));
			float n01 = dot(g01, vec2(fx.z, fy.z));
			float n11 = dot(g11, vec2(fx.w, fy.w));
			vec2 fade_xy = fade(Pf.xy);
			vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
			float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
			return 2.3 * n_xy;
	}

	void main () {
		float mouseDistance = length(vUv - uMousePosition);
		float t = uTime * .005;
		float elevation =  vUv.y * uDensity * 30.0;
		
		float shadow = smoothstep(0.0, .3 + sin(t * 5.0 * 3.14) * .1 , mouseDistance);
		elevation += shadow * 5.0;
		
		float displacement = cnoise( vec2( t + vUv.y * 2.0, t + vUv.x * 3.0 )) * uDisplacement * 3.0 ;

		elevation += displacement * 4.0;
		elevation *= 2.0 + cnoise( vec2( t + vUv.y * 1.0, t + .5)) * 2.0 ;
		
		//elevation += cnoise ( vec2 (elevation * .1, t * 3.0) );

		float light = .9 + fract(elevation) ;
		light *= .9 + (1.0 - (displacement * displacement)) * .1;
		elevation = floor(elevation);
		//elevation += uGradient * .25;
	
		float hue =  uHue + shadow * .1 + cnoise( vec2( elevation * .10, .1 + t)) * uHueVariation;
		float saturation = .6;;
		float brightness =  - (1.0 - shadow) * .1 + .5  - smoothstep( 0.0, .9,  cnoise( vec2( elevation * .5, .4 + t * 5.0)) ) * .1;


		vec3 hslCol = vec3( hue, saturation, brightness);
		vec3 col = hsl2rgb(hslCol) * vec3(light, 1.0, 1.0);
		
		
		/* circle:
		float d = length(vUv- vec2(.5,.5));
		float radius = .1;// + (t * .1);
		float stroke = 0.001;
		float smoothing = .0005;
		d = smoothstep(radius, radius+smoothing, d) - smoothstep(radius+stroke, radi.........完整代码请登录后点击上方下载按钮下载查看

网友评论0