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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