three实现动态柔和圈圈背景效果代码

代码语言:html

所属分类:背景

代码描述:three实现动态柔和圈圈背景效果代码

代码标签: three 动态 背景

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=Open+Sans:400,400i,700");
html, body {
  display: flex;
  height: 100%;
  width: 100%;
  margin: 0px;
  padding: 0px;
  overflow: hidden;
  background: #833ab4;
  /* fallback for old browsers */
  background: -webkit-linear-gradient(to right, #fcb045, #fd1d1d, #833ab4);
  /* Chrome 10-25, Safari 5.1-6 */
  background: linear-gradient(to right, #fcb045, #fd1d1d, #833ab4);
  /* W3C, IE 10+/ Edge, Firefox 16+, Chrome 26+, Opera 12+, Safari 7+ */
}

canvas {
  position: absolute;
  top: 0px;
  left: 0px;
  z-index: 0;
}

#welcome {
  position: relative;
  z-index: 1;
  margin: auto 0;
  margin-left: 15vw;
}
#welcome h1 {
  color: #FFF;
  font-weight: bold;
  font-family: 'Open Sans', sans-serif;
  font-size: 6vw;
}
#welcome p {
  color: #FFF;
  font-weight: normal;
  font-family: 'Open Sans', sans-serif;
  font-size: 11pt;
  width: 100%;
  max-width: 37vw;
  padding: 2.5vw;
  line-height: 1.5;
  padding-bottom: 0px;
}

</style>


</head>

<body>

    <div id="welcome">
        <h1>Header</h1>
    </div>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.123.js"></script>



    <script>
        console.clear();

let Noise3D = `
//
// Description : Array and textureless GLSL 2D/3D/4D simplex 
//               noise functions.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : stegu
//     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
//               https://github.com/stegu/webgl-noise
// 

vec3 mod289(vec3 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 permute(vec4 x) {
     return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r)
{
  return 1.79284291400159 - 0.85373472095314 * r;
}

float snoise(vec3 v)
  { 
  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

// First corner
  vec3 i  = floor(v + dot(v, C.yyy) );
  vec3 x0 =   v - i + dot(i, C.xxx) ;

// Other corners
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min( g.xyz, l.zxy );
  vec3 i2 = max( g.xyz, l.zxy );

  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
  //   x1 = x0 - i1  + 1.0 * C.xxx;
  //   x2 = x0 - i2  + 2.0 * C.xxx;
  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

// Permutations
  i = mod289(i); 
  vec4 p = permute( permute( permute( 
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) 
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  float n_ = 0.142857142857; // 1.0/7.0
  vec3  ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j.........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