three+webgl实现三维粒子组成的几何体表面摆动动画效果代码
代码语言:html
所属分类:三维
代码描述:three+webgl实现三维粒子组成的几何体表面摆动动画效果代码
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<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> </head> <body > <canvas id="webgl-canvas"></canvas> <!-- vertexShader --> <script id="js-vertex-shader" type="x-shader/x-vertex"> uniform float time; varying float vProgress; // Classic Perlin 3D Noise // by Stefan Gustavson // vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec4 P){ vec4 Pi0 = floor(P); // Integer part for indexing vec4 Pi1 = Pi0 + 1.0; // Integer part + 1 Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec4 Pf0 = fract(P); // Fractional part for interpolation vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = vec4(Pi0.zzzz); vec4 iz1 = vec4(Pi1.zzzz); vec4 iw0 = vec4(Pi0.wwww); vec4 iw1 = vec4(Pi1.wwww); vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 ixy00 = permute(ixy0 + iw0); vec4 ixy01 = permute(ixy0 + iw1); vec4 ixy10 = permute(ixy1 + iw0); vec4 ixy11 = permute(ixy1 + iw1); vec4 gx00 = ixy00 / 7.0; vec4 gy00 = floor(gx00) / 7.0; vec4 gz00 = floor(gy00) / 6.0; gx00 = fract(gx00) - 0.5; gy00 = fract(gy00) - 0.5; gz00 = fract(gz00) - 0.5; vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); vec4 sw00 = step(gw00, vec4(0.0)); gx00 -= sw00 * (step(0.0, gx00) - 0.5); gy00 -= sw00 * (step(0.0, gy00) - 0.5); vec4 gx01 = ixy01 / 7.0; vec4 gy01 = floor(gx01) / 7.0; vec4 gz01 = floor(gy01) / 6.0; gx01 = fract(gx01) - 0.5; gy01 = fract(gy01) - 0.5; gz01 = fract(gz01) - 0.5; vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); vec4 sw01 = step(gw01, vec4(0.0)); gx01 -= sw01 * (step(0.0, gx01) - 0.5); gy01 -= sw01 * (step(0.0, gy01) - 0.5); vec4 gx10 = ixy10 / 7.0; vec4 gy10 = floor(gx10) / 7.0; vec4 gz10 = floor(gy10) / 6.0; gx10 = fract(gx10) - 0.5; gy10 = fract(gy10) - 0.5; gz10 = fract(gz10) - 0.5; vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); vec4 sw10 = step(gw10, vec4(0.0)); gx10 -= sw10 * (step(0.0, gx10) - 0.5); gy10 -= sw10 * (step(0.0, gy10) - 0.5); vec4 gx11 = ixy11 / 7.0; vec4 gy11 = floor(gx11) / 7.0; vec4 gz11 = floor(gy11) / 6.0; gx11 = fract(gx11) - 0.5; gy11 = fract(gy11) - 0.5; gz11 = fract(gz11) - 0.5; vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); vec4 sw11 = step(gw11, vec4(0.0)); gx11 -= sw11 * (step(0.0, gx11) - 0.5); gy11 -= sw11 * (step(0.0, gy11) - 0.5); vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); g0000 *= norm00.x; g0100 *= norm00.y; g1000 *= norm00.z; g1100 *= norm00.w; vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); g0001 *= norm01.x; g0101 *= norm01.y; g1001 *= norm01.z; g1101 *= norm01.w; vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); g0010 *= norm10.x; g0110 *= norm10.y; g1010 *= norm10.z; g1110 *= norm10.w; vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); g0011 *= norm11.x; g0111 *= norm11.y; g1011 *= norm11.z; g1111 *= norm11.w; float n0000 = dot(g0000, Pf0); float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); float n1111 = dot(g1111, Pf1); vec4 fade_xyzw = fade(Pf0); vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); return 2.2 * n_xyzw; } // Classic Perlin noise, periodic version float cnoise(vec4 P, vec4 rep){ vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep vec4 Pf0 = fract(P); // Fractional part for interpolation vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = vec4(Pi0.zzzz); vec4 iz1 = vec4(Pi1.zzzz); vec4 iw0 = vec4(Pi0.wwww); vec4 iw1 = vec4(Pi1.wwww); vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 ixy00 = permute(ixy0 + iw0); vec4 ixy01 = permute(ixy0 + iw1); vec4 ixy10 = permute(ixy1 + iw0); vec4 ixy11 = permute(ixy1 + iw1); vec4 gx00 = ixy00 / 7.0; vec4 gy00 = floor(gx00) / 7.0; vec4 gz00 = floor(gy00) / 6.0; gx00 = fract(gx00) - 0.5; gy00 = fract(gy00) - 0.5; gz00 = fract(gz00) - 0.5; vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); vec4 sw00 = step(gw00, vec4(0.0)); gx00 -= sw00 * (step(0.0, gx00) - 0.5); gy00 -= sw00 * (step(0.0, gy00) - 0.5); vec4 gx01 = ixy01 / 7.0; vec4 gy01 = floor(gx01) / 7.0; vec4 gz01 = floor(gy01) / 6.0; gx01 = fract(gx01) - 0.5; gy01 = fract(gy01) - 0.5; gz01 = fract(gz01) - 0.5; vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); vec4 sw01 = step(gw01, vec4(0.0)); gx01 -= sw01 * (step(0.0, gx01) - 0.5); gy01 -= sw01 * (step(0.0, gy01) - 0.5); vec4 gx10 = ixy10 / 7.0; vec4 gy10 = floor(gx10) / 7.0; vec4 gz10 = floor(gy10) / 6.0; gx10 = fract(gx10) - 0.5; gy10 = fract(gy10) - 0.5; gz10 = fract(gz10) - 0.5; vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); vec4 sw10 = step(gw10, vec4(0.0)); gx10 -= sw10 * (step(0.0, gx10) - 0.5); gy10 -= sw10 * (step(0.0, gy10) - 0.5); vec4 gx11 = ixy11 / 7.0; vec4 gy11 = floor(gx11) / 7.0; vec4 gz11 = floor(gy11) / 6.0; gx11 = fract(gx11) - 0.5; gy11 = fract(gy11) - 0.5; gz11 = fract(gz11) - 0.5; vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); vec4 sw11 = step(gw11, vec4(0.0)); gx11 -= sw11 * (step(0.0, gx11) - 0.5); gy11 -= sw11 * (step(0.0, gy11) - 0.5); vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); vec4 g011.........完整代码请登录后点击上方下载按钮下载查看
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