three+webgl实现液态渐变动画效果代码

代码语言:html

所属分类:动画

代码描述:three+webgl实现液态渐变动画效果代码

代码标签: three webgl 液态 渐变 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 lang="en" >

<head>

 
<meta charset="UTF-8">

 
 
 
<style>
*{ margin: 0px;}
</style>



</head>

<bod>
 
<div id="shader"></div>
<script id="vertex" type="x-shader/x-vertex">
  varying vec2 vUv
;
       
void main() { gl_Position = vec4(position, 1.0);
               vUv
= uv;
             
}
</script>

<script id="fragment" type="x-shader/x-fragment">
precision highp float;

uniform vec2 u_resolution;
uniform float u_time;
  varying vec2 vUv;
 
const float PI = 3.1415926535897932384626433832795;
const float TAU = PI * 2.;
const float HALF_PI = PI * .5;
 
float wiggly(float cx, float cy, float amplitude, float frequency, float spread){

  float w = sin(cx * amplitude * frequency * PI) * cos(cy * amplitude * frequency * PI) * spread;

  return w;
}


void coswarp(inout vec3 trip, float warpsScale ){

  trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25));
  trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25));
  trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25));
 
}


void uvRipple(inout vec2 uv, float intensity){

        vec2 p = uv -.5;


    float cLength=length(p);

     uv= uv +(p/cLength)*cos(cLength*15.0-u_time*.5)*intensity;

}

float smoothMod(float x, float y, float e){
    float top = cos(PI * (x/y)) * sin(PI * (x/y));
    float bot = pow(sin(PI * (x/y)),2.);
    float at = atan(top/bot);
    return y * (1./2.) - (1./PI) * at ;
}

 
 vec2 modPolar(vec2 p, float repetitions) {
    float angle = 2.*3.14/repetitions;
    float a = atan(p.y, p.x) + angle/2.;
    float r = length(p);
    //float c = floor(a/angle);
    a = smoothMod(a,angle,033323231231561.9) - angle/2.;
    //a = mix(a,)
    vec2 p2 = vec2(cos(a), sin(a))*r;
   
   p2 += wiggly(p2.x + u_time * .05, p2.y + u_time * .05, 2., 4., 0.05);
   
 

    return p2;
}

  float stroke(float x, float s, float w){
  float d = step(s, x+ w * .5) - step(s, x - w * .5);
  return clamp(d, 0., 1.);
}
 
 //     Classic Perlin 2D Noise
//      by Stefan Gustavson
//
vec4 permute(vec4 x)
{
    return mod(((x*34.0)+1.0)*x, 289.0);
}


vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

float cnoise(vec2 P){
  vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
  vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
  Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation.........完整代码请登录后点击上方下载按钮下载查看

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