three+webgl模拟大海海水波动动画效果代码

代码语言:html

所属分类:动画

代码描述:three+webgl模拟大海海水波动动画效果代码

代码标签: three webgl 模拟 大海 海水 波动 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>
body {
	overflow: hidden;
	margin: 0;
	height: 100%;
}
</style>
</head>
<body>
<script id="vertex-shader" type="no-js">
        void main()	{
        gl_Position = vec4( position, 1.0 );
        }
    </script>
<script id="fragment-shader" type="no-js">
        #ifdef GL_ES
        precision mediump float;
        #endif

        uniform float time;
        uniform vec2 mouse;
        uniform vec2 resolution;
        varying vec2 surfacePosition;

        const int NUM_STEPS = 8;
        const float PI      = 3.1415;
        const float EPSILON = 1e-3;
        float EPSILON_NRM   = 0.1 / resolution.x;

        // sea
        const int ITER_GEOMETRY = 3;
        const int ITER_FRAGMENT = 5;
        const float SEA_HEIGHT = 0.6;
        const float SEA_CHOPPY = 2.0;
        const float SEA_SPEED = 0.8;
        const float SEA_FREQ = 0.16;
        const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
        const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
        const float SKY_INTENSITY = 1.0;

        #define SEA_TIME time * SEA_SPEED

        // math
        mat4 fromEuler(vec3 ang) {
        vec2 a1 = vec2(sin(ang.x),cos(ang.x));
        vec2 a2 = vec2(sin(ang.y),cos(ang.y));
        vec2 a3 = vec2(sin(ang.z),cos(ang.z));
        mat4 m;
        m[0] = vec4(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x,0.0);
        m[1] = vec4(-a2.y*a1.x,a1.y*a2.y,a2.x,0.0);
        m[2] = vec4(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y,0.0);
        m[3] = vec4(0.0,0.0,0.0,1.0);
        return m;
        }
        vec3 rotate(vec3 v, mat4 m) {
        return vec3(dot(v,m[0].xyz),dot(v,m[1].xyz),dot(v,m[2].xyz));
        }
        float hash( vec2 p ) {
        float h = dot(p,vec2(127.1,311.7));
        return fract(sin(h)*43758.5453123);
        }
        float noise( in vec2 p ) {
        vec2 i = floor( p );
        vec2 f = fract( p );
        vec2 u = f*f*(3.0-2.0*f);
        return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
        hash( i + vec2(1.0,0.0) ), u.x),
        mix( hash( i + vec2(0.0,1.0) ),
        hash( i + vec2(1.0,1.0) ), u.x), u.y);
        }


        // lighting
        float diffuse(vec3 n,vec3 l,float p) { return pow(dot(n,l) * 0.4 + 0.6,p); }
        float specular(vec3 n,vec3 l,vec3 e,float s) {
        float nrm = (s + 8.0) / (3.1415 * 8.0);
        return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
        }

        // sky
        vec3 sky_color(vec3 e) {
        e.y = max(e.y,0.0);
        vec3 ret;
        ret.x = pow(1.0-e.y,2.0);
        ret.y = 1.0-e.y;
        ret.z = 0.6+(1.0-e.y)*0.4;
        return ret * SKY_INTENSITY;
        }

        // sea
        float sea_octave(vec2 uv, float choppy) {
        uv += noise(uv);
        vec2 wv = 1.0-abs(sin(uv));
        vec2 swv = abs(cos(uv));
        wv = mix(wv,swv,wv);
        return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
        }

        float map(vec3 p) {
        float freq = SEA_FREQ;
        float amp = SEA_HEIGHT;
        float choppy = SEA_CHOPPY;
        vec2 uv = p.xz; uv.x *= 0.75;
        mat2 m = mat2(1.6,1.2,-1.2,1.6);

        float d, h = 0.0;
        for(int i = 0; i < ITER_GEOMETRY; i++) {
        d = sea_octave((uv+SEA_TIME)*freq,choppy);
        d += sea_octave((uv-SEA_TIME)*freq,choppy);
        h += d * amp;
        uv *= m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
        }
        return p.y - h;
        }
        float map_detailed(vec3 p) {
        float freq = SEA_FREQ;
        float amp = SEA_HEIGHT;
        float choppy = SEA_CHOPPY;
        vec2 uv = p.xz; uv.x *= 0.75;
        mat2 m = mat2(1.6,1.2,-1.2,1.6);

        float d, h = 0.0;
        for(int i = 0; i < ITER_FRAGMENT; i++) {
        d = sea_octave((uv+SEA_TIME)*freq,choppy);
        d += sea_octave((uv-SEA_TIME)*freq,choppy);
        h += d * amp;
        uv *= m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
        }
        return p.y - h;
        }

        vec3 sea_color(in vec3 p, in vec3 n, in vec3 eye, in vec3 dist) {
        float fresnel_o = 1.0 - max(dot(n,-eye),0.0);
        float fresnel = pow(fresnel_o,3.0) * 0.65;

        // reflection
        vec3 refl = sky_color(reflect(eye,n));

        // color
        vec3 ret = SEA_BASE;
        ret = mix(ret,refl,fresnel);

        // wave peaks
        float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
        ret += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;

.........完整代码请登录后点击上方下载按钮下载查看

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