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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