three实现粒子波浪波纹动画效果代码
代码语言:html
所属分类:粒子
代码描述:three实现粒子波浪波纹动画效果代码
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
<html> <head> <style> body, .container, canvas { margin: 0; padding: 0; width: 100%; height: 100%; } canvas { display: block; background: black; } </style> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.88.js"></script> </head> <body > <div class="container"></div> <script id="vertex-shader" type="x-shader/x-vertex"> // // GLSL textureless classic 2D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson (stefan.gustavson@liu.se) // Version: 2011-08-22 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/ashima/webgl-noise // 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; } vec2 fade(vec2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } // Classic Perlin noise 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 = mod289(Pi); // To avoid truncation effects in permutation vec4 ix = Pi.xzxz; vec4 iy = Pi.yyww; vec4 fx = Pf.xzxz; vec4 fy = Pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; vec4 gy = abs(gx) - 0.5 ; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x,gy.x); vec2 g10 = vec2(gx.y,gy.y); vec2 g01 = vec2(gx.z,gy.z); vec2 g11 = vec2(gx.w,gy.w); vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fade_xy = fade(Pf.xy); vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); float n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } float map(float value, float oldMin, float oldMax, float newMin, float newMax) { return newMin + (newMax - newMin) * (value - oldMin) / (oldMax - oldMin); } varying vec3 vUv; varying float vTime; varying float vZ; uniform float time; void main() { vUv = position; vTime = time; vec3 newPos = position; vec2 peak = vec2(1.0 - abs(.5 - uv.x), 1.0 - abs(.5 - uv.y)); vec2 noise = vec2( map(cnoise(vec2(0.3 * time + uv.x * 5., uv.y * 5.)), 0., 1., -2., (peak.x * peak.y * 30.)), map(cnoise(vec2(-0.3 * time + uv.x * 5., uv.y * 5.)), 0., 1., -2., 25.) ); //newPos.x += noise.x * 10.; newPos.z += noise.x * .06 * noise.y; vZ = newPos.z; vec4 mvPosition = modelViewMatrix * vec4( newPos, 1.0 ); gl_PointSize = 5.0; gl_Position = projectionMatrix * mvPosition; } </script> <script id="fragment-shader" type="x-shader/x-fragment"> varying vec3 vUv; varying float vTime; varying float vZ; uniform sampler2D texture; float map(float value, float oldMin, float oldMax, float newMin, float newMax) { return newMin + (newMax - newMin) * (value - oldMin) / (oldMax - oldMin); } void main() .........完整代码请登录后点击上方下载按钮下载查看
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