webgl+canvas实现彩色网格变色变形动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl+canvas实现彩色网格变色变形动画效果代码
代码标签: webgl canvas 彩色 网格 变色 变形 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> * { box-sizing: border-box; } html, body { margin: 0; min-height: 100vh; overflow: hidden; background: repeating-radial-gradient( circle at center, #444 0 10%, #111 10% 20% ); touch-action: none; } canvas { width: 100%; height: auto; object-fit: contain; } </style> </head> <body > <canvas id="canvas"></canvas> <script > /********* * made by Matthias Hurrle (@atzedent) */ /** @type {HTMLCanvasElement} */ const canvas = window.canvas; const gl = canvas.getContext('webgl2'); const dpr = window.devicePixelRatio; const touches = new Set(); const vertexSource = `#version 300 es #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif in vec2 position; void main(void) { gl_Position = vec4(position, 0., 1.); } `; const fragmentSource = `#version 300 es /********* * made by Matthias Hurrle (@atzedent) */ #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform vec2 resolution; uniform float time; #define T time #define S smoothstep out vec4 fragColor; float hash21(vec2 p) { p = fract(p * vec2(324.967, 509.314)); p += dot(p, p + 75.09); return fract(p.x * p.y); } float flip(vec2 p) { float rand = hash21(p); return rand > .5 ? 1.: -1.; } mat2 rot(in float a) { float s = sin(a), c = cos(a); return mat2(c, -s, s, c); } float cLength(vec2 p, float k) { p = abs(p); return pow((pow(p.x, k)+pow(p.y, k)), 1./k); } float circle(vec2 p, vec2 c, float r, float w, float b, float s, float k) { float d = cLength(p - c * (p.x > -p.y ? s: -s), k); return S(b, -b, abs(d - r) - w); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1., 2. / 3., 1. / 3., 3.); vec3 p = abs(fract(c.xxx + K.xyz) * 6. - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, .0, 1.), c.y); } void main(void) { float t = T * .125; float f = .5 + .5 * sin(t); float zoom = 5.; float mn = min(resolution.x, resolution.y); float rhm = mn - mn * .9 * f; float px = zoom/rhm; vec2 uv = ( gl_FragCoord.xy - .5 * resolution.xy ) / rhm; uv *= zoom; uv *= rot(T * .1); vec2 gv = fract(uv) - .5; vec2 id = floor.........完整代码请登录后点击上方下载按钮下载查看
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