three+webgl实现鼠标跟随小鬼鬼魂动画效果代码
代码语言:html
所属分类:动画
代码描述:three+webgl实现鼠标跟随小鬼鬼魂动画效果代码
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 lang="en" > <head> <meta charset="UTF-8"> <style> body { overflow: hidden; padding: 0; margin: 0; } canvas { display: block; } </style> </head> <body > <div class="viz"></div> <script type="x-shader/x-fragment" id="fragmentShader"> varying vec2 vUv; uniform float u_ratio; uniform float u_time; uniform vec2 u_mouse; uniform vec2 u_target_mouse; uniform float u_face_expression; uniform sampler2D u_touch_texture; // -------------------------------- // Ghost face float eyes(vec2 _st) { _st.x = abs(_st.x); _st.y += pow(_st.x, 2. - .4 * u_face_expression); _st.x -= (.08 + .03 * u_face_expression); _st.y *= .8; _st *= 10.; float d = length(_st); d = pow(d, .4); return clamp(1. - d, 0., 1.); } float mouth(vec2 _st) { _st *= 13.; _st.y *= .8; _st.x /= (1. + 2. * u_face_expression); _st.y *= (1. + .7 * u_face_expression); _st.y -= pow(_st.x, 2.) * 2. * u_face_expression; float d = length(_st); d = pow(d, .7); return clamp(1. - d, 0., 1.); } float face(vec2 _st) { _st *= 3.5; float eyes_shape = eyes(_st - vec2(0., .1)); float mouth_shape = mouth(_st - vec2(0., -.2)); float col; col = mix(col, 1., eyes_shape); col = mix(col, 1., mouth_shape); return col; } // -------------------------------- // 2D noise vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187,0.366025403784439,-0.577350269189626,0.024390243902439); vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } void main() { vec2 st = vUv; vec2 mouse = st - u_mouse.xy; mouse.x *= u_ratio; vec2 mouse_target = st - u_target_mouse.xy; mouse_target.x *= u_ratio; // Texture we create and update in JS => bas shape float touch = texture2D(u_touch_texture, st).r; // Add noise to the base shape vec2 noise_pos = vec2(st * 6.); float noise = snoise(noise_pos + vec2(0., u_time)) * .25 + .25; noise += snoise(noise_pos) * .25 + .3; touch *= noise; // Add face touch -= 1.2 * face(mouse - .1 * (mouse - mouse_target)); // Apply color scheme vec3 color = mix(vec3(.184, .282, .345), vec3(.945, .945, .902), smoothstep(.01, .38, touch)); gl_FragColor = vec4(color, 1.); } </script> <script type="x-shader/x-vertex" id="vertexShader"> varying vec2 vUv; void main() { vUv = uv; gl_Position = vec4(position, 1.); } </script><script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.126.js"></script> <script > let config = { dotsNumber: 11, dotsBaseRadius: window.innerHeight * .1, tailSpring: .35, tailGravity: window.innerHeight * .005, tailGravityBonds: [window.innerHeight * .005, window.innerHeight * .01], tailFriction: .5, faceExpression: 0, catchingSpeed: window.innerWidth * .0001 }; class Viz { constructor() { this.renderer = new THREE.WebGLRenderer({}); this.container = document.getElementsByClassName('viz')[0]; this.container.appendChild(this.renderer.domElement); this.camera = new THREE.OrthographicCamera( -.5 * window.innerWidth, .5 * window.innerWidth, .5 * window.innerHeight, -.5 * window.innerHeight, 0.1, 10); this.camera.position.set(0, 0, 1); this.clock = new THREE.Clock(); this.scene = new THREE.Scene(); this.touchPoint = new THREE.Vector2(.5, .65); this.targetTouchPoint = new THREE.Vector2(.5, .65); this.touchCanvasPoint = [this.touchPoint.x * window.innerWidth, (1 - this.touchPoint.y) * window.innerHeight]; this.isMoving = false; this.touchCanvas = document.createElement('canvas'); this.touchCanvasCtx = this.touchCanvas.getContext('2d'); this.touchTexture = new THREE.CanvasTexture(this.touchCanvas); this.touchTrail = new Array(config.dotsNumber); for (let i = 0; i < config.dotsNumber; i++) { this.touchTrail[i] = { x: this.touchCanvasPoint[0], y: this.touchCanvasPoint[1], vx: 0, vy: 0, intensity: i ? .6 * (config.dotsNumber - i) / config.dotsNumber : .9, r: config.dotsBaseRadius * (1 + Math.pow(i / config.dotsNumber, .5)) }; } this.material = new THREE.ShaderMaterial({ uniforms: { u_t.........完整代码请登录后点击上方下载按钮下载查看
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