three实现火焰火海动画效果代码
代码语言:html
所属分类:动画
代码描述:three实现火焰火海动画效果代码
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 { margin: 0; padding: 0; } #container { position: fixed; touch-action: none; } </style> </head> <body > <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.88.js"></script> <script id="vertexShader" type="x-shader/x-vertex"> void main() { gl_Position = vec4( position, 1.0 ); } </script> <script id="fragmentShader" type="x-shader/x-fragment"> uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform vec3 u_colours[ 5 ]; uniform sampler2D u_clouds; const float multiplier = 1.5; const float zoomSpeed = 4.; const int layers = 10; const int octaves = 1; const float seed = 43758.5453123; const float seed2 = 73156.8473192; float random(float val) { return fract(sin(val) * seed); } vec2 random2(vec2 st, float seed){ st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)) ); return -1.0 + 2.0*fract(sin(st)*seed); } mat2 rotate2d(float _angle){ return mat2(cos(_angle),sin(_angle), -sin(_angle),cos(_angle)); } // Value Noise by Inigo Quilez - iq/2013 // https://www.shadertoy.com/view/lsf3WH float noise(vec2 st, float seed) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f*f*(3.0-2.0*f); return mix( mix( dot( random2(i + vec2(0.0,0.0), seed ), f - vec2(0.0,0.0) ), dot( random2(i + vec2(1.0,0.0), seed ), f - vec2(1.0,0.0) ), u.x), mix( dot( random2(i + vec2(0.0,1.0), seed ), f - vec2(0.0,1.0) ), dot( random2(i + vec2(1.0,1.0), seed ), f - vec2(1.0,1.0) ), u.x), u.y); } float fbm(in vec2 st, float seed) { float value = 0.0; float amp = 0.5; vec2 shift = vec2(100); // Rotate to reduce axial bias mat2 rot = mat2(cos(1.5), sin(1.5), -sin(1.5), cos(1.50)); for (int i = 0; i < octaves; ++i) { value += amp * abs(noise(st, seed)); st = rot * st * 2.0 + shift; amp *= 0.5; } return value; } vec3 renderNoise(vec2 uv) { float r = fbm(uv, seed); return vec3(r * r * 10.); } // The render function is where we render the pattern to be added to the layer vec3 render(vec2 uv, float multiplier, inout vec2 id) { return texture2D(u_clouds, uv).rgb; } vec3 renderLayer(int layer, int layers, vec2 uv, inout float opacity, inout vec2 id, in vec3 colour) { // Scale // Generating a scale value between zero and 1 based on a mod of u_time // A frequency of 10 dixided by the layer index (10 / layers * layer) float scale = mod((u_time + zoomSpeed / float(layers) * float(layer)) / zoomSpeed, -1.); float vignette = smoothstep(.1, .3, length(uv * scale * 1.5)); uv *= 1. + scale; // The initial scale. Increasing this makes the cells smaller and the "speed" apepar faster uv *= (1. + random(float(layer))); uv *= scale; // then modifying the overall scale by the generated amount // uv += .5*float(layer); uv = rotate2d((u_time * .1 + (scale*2.))) * uv; // rotarting // uv += vec2(1.5) * float(layer) * random(float(layer+10)); // ofsetting the UV by an arbitrary amount to make the layer appear different // id = random2(floor(uv), seed); // render vec3 pass = render(uv * multiplier + colour.z, multiplier, id); // render the pass // this is the opacity of the layer fading in from the "bottom" opacity = clamp(1. + scale * 1.1, 0., 1.) - smoothstep(.5, 0.2, pass.x); opacity -= smoothstep(.0, .8, clamp(1. - vignette * 2. * (1. + (scale) * -1.) * pass.x, 0., 1.)); float _opacity = opacity; // This is the opacity of the layer fading out at the top (we want this minimal, hence the smoothstep) float endOpacity = 1.; endOpacity = smoothstep(0., 0.05, scale * -1.); opacity += endOpacity; return clamp(pass * _opacity * endOpacity, 0., 1.) * 2.; } // smooth min // reference: http://iquilezles.org/www/articles/smin/smin.htm float smin(float a, float b, float k) { float res = exp(-k*a) + exp(-k*b); return -log(res)/k; } void main() { vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy); if(u_resolution.y < u_resolution.x) { .........完整代码请登录后点击上方下载按钮下载查看
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