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.........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