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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