canvas实现webgl三维变色小球螺纹动画效果代码
代码语言:html
所属分类:三维
代码描述:canvas实现webgl三维变色小球螺纹动画效果代码
代码标签: canvas webgl 三维 变色 小球 螺纹 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 = Math.max(1, window.devicePixelRatio);
/** @type {Map<string,PointerEvent>} */
const touches = new Map();
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
out vec4 fragColor;
uniform vec2 resolution;
uniform float time;
uniform vec2 touch;
uniform int pointerCount;
const float TAU = radians(360.);
#define PI .5 * TAU
#define T time
#define S smoothstep
#define SURF_DIST .01
#define MAX_DIST 20.
#define MAX_STEPS 50
#define hue(v) ( .6 + .6 * cos( 6.3*(v) + vec4(0,23,21,0) ) )
struct Material {
float dist;
int idx;
};
Material MatMin(Material a, Material b) {
if (a.dist < b.dist) return a;
return b;
}
mat2 Rot(float alpha) {
float s = sin(alpha),
c = cos(alpha);
return mat2(c, -s, s, c);
}
float Sphere(vec3 p, vec3 c, float s) {
return length(p-c)-s;
}
Material GetDist(vec3 p) {
vec3 pos = vec3(0, 2, -1);
return MatMin(
Material(
Sphere(p, vec3(0), 1.5),
1
),
Material(
p.y + 1.64,
0
)
);
}
vec3 GetRayDir(vec2 uv, vec3 p, vec3 l, float z) {
vec3
f = normalize(l-p),
r = normalize(cross(vec3(.0, 1., .0), f)),
u = cross(f, r),
c = f*z,
i = c + uv.x*r + uv.y*u,
d = normalize(i);
return d;
}
vec3 GetNormal(vec3 p) {
vec2 e = vec2(.001, .0);
Material d = GetDist(p);
vec3 n = d.dist - vec3(
GetDist(p-e.........完整代码请登录后点击上方下载按钮下载查看
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