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
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
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