threejs+webgl实现彩色噪点线条光线下落幕布动画效果代码

代码语言:html

所属分类:动画

代码描述:threejs+webgl实现彩色噪点线条光线下落幕布动画效果代码

代码标签: three webgl 彩色 噪点 线条 光线 下落 幕布 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>
html, body {
  height: 100%;
  margin: 0;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}
</style>



</head>

<body translate="no" >
  <canvas id="c"></canvas>
<script id="vertexShader" type="x-shader/x-fragment">
uniform float time;
uniform vec3[5] uColor;

varying vec2 vUv;
varying vec3 vColor;

// Simplex 2D noise
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
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 = mod(i, 289.0);
  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()	{
  vUv = uv;
  vec3 pos = position;
  
  // Mesh curve
  pos.z = -pow(pos.y - 0.5, 5.) + abs(pos.x * 0.8);
  
  vColor = uColor[0];
  for (int i = 1; i < 5; i++) {
    // Major color pass
    vec2 noisePos = vec2(
      (pos.x + float(i)*0.3) * 3.,
      pos.y + time * (0.1 + 0.1731 * float(i)/5.)
    );
    vColor = mix(vColor, uColor[4 - i], snoise(noisePos));
    
    // Minor color pass
    noisePos = vec2(
      (pos.x + float(i)*0.7) * 289.,
      pos.y + time * (0.2 + 0.3531 * float(i)/5.)
    );
    vColor = mix(vColor, uColor[i], snoise(noisePos));
  }

  gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">.........完整代码请登录后点击上方下载按钮下载查看

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