pixi实现逼真光影动画效果代码

代码语言:html

所属分类:动画

代码描述:pixi实现逼真光影动画效果代码

代码标签: pixi 逼真 光影 动画

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 >
<head>
<meta charset="UTF-8">
<style>
    html, body {
  height: 100%;
  width: 100%;
  background: #111;
}
body {
  display: flex;
  align-items: center;
  justify-content: center;
}

</style>


</head>

<body>

<div id="container"></div>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/pixi.1.6.1.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script>
<script type="text/javascript">
    var stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '-48px';
stats.domElement.style.right = "0px";
stats.domElement.style.zIndex = 100;
document.getElementById('container').appendChild(stats.domElement);
/*
 * Shader Start
 */
var startTime = Date.now();
PIXI.PerlinFilter = function () {
    var pnoiseChunk = [
        "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;",
        "}",
        "vec3 fade(vec3 t)",
        "{",
        "return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);",
        "}",
        "// Classic Perlin noise, periodic variant",
        "float pnoise(vec3 P, vec3 rep)",
        "{",
        " vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period",
        " vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period",
        " Pi0 = mod289(Pi0);",
        " Pi1 = mod289(Pi1);",
        " vec3 Pf0 = fract(P); // Fractional part for interpolation",
        " vec3 Pf1 = Pf0 - vec3(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 = Pi0.zzzz;",
        " vec4 iz1 = Pi1.zzzz;",
        " vec4 ixy = permute(permute(ix) + iy);",
        " vec4 ixy0 = permute(ixy + iz0);",
        " vec4 ixy1 = permute(ixy + iz1);",
        " vec4 gx0 = ixy0 * (1.0 / 7.0);",
        " vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;",
        " gx0 = fract(gx0);",
        " vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);",
        " vec4 sz0 = step(gz0, vec4(0.0));",
        " gx0 -= sz0 * (step(0.0, gx0) - 0.5);",
        " gy0 -= sz0 * (step(0.0, gy0) - 0.5);",
        " vec4 gx1 = ixy1 * (1.0 / 7.0);",
        " vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;",
        " gx1 = fract(gx1);",
        " vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);",
        " vec4 sz1 = step(gz1, vec4(0.0));",
        " gx1 -= sz1 * (step(0.0, gx1) - 0.5);",
        " gy1 -= sz1 * (step(0.0, gy1) - 0.5);",
        " vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);",
        " vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);",
        " vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);",
        " vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);",
        " vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);",
        " vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);",
        " vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);",
        " vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);",
        " vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));",
        " g000 *= norm0.x;",
        " g010 *= norm0.y;",
        " g100 *= norm0.z;",
        " g110 *= norm0.w;",
        " vec4 norm1 = tay.........完整代码请登录后点击上方下载按钮下载查看

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