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
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
网友评论0