canvas+webgl实现一个逼真眼珠瞳孔效果代码

代码语言:html

所属分类:布局界面

代码描述:canvas+webgl实现一个逼真眼珠瞳孔效果代码

代码标签: canvas webgl 逼真 眼珠 瞳孔

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);

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;

#define T time
#define S smoothstep

vec3 hash(vec3 p) {
	p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
		dot(p, vec3(269.5, 183.3, 246.1)),
		dot(p, vec3(113.5, 271.9, 124.6)));

	return -1. + 2.*fract(sin(p)*43758.5453123);
}

float noise(vec3 p) {
	vec3 i = floor(p);
	vec3 f = fract(p);

	vec3 u = f*f*(3.0-2.0*f);

	return mix(mix(mix(dot(hash(i + vec3(0.0, 0.0, 0.0)), f - vec3(0.0, 0.0, 0.0)),
		dot(hash(i + vec3(1.0, 0.0, 0.0)), f - vec3(1.0, 0.0, 0.0)), u.x),
		mix(dot(hash(i + vec3(0.0, 1.0, 0.0)), f - vec3(0.0, 1.0, 0.0)),
			dot(hash(i + vec3(1.0, 1.0, 0.0)), f - vec3(1.0, 1.0, 0.0)), u.x), u.y),
		mix(mix(dot(hash(i + vec3(0.0, 0.0, 1.0)), f - vec3(0.0, 0.0, 1.0)),
			dot(hash(i + vec3(1.0, 0.0, 1.0)), f - vec3(1.0, 0.0, 1.0)), u.x),
			mix(dot(hash(i + vec3(0.0, 1.0, 1.0)), f - vec3(0.0, 1.0, 1.0)),
				dot(hash(i + vec3(1.0, 1.0, 1.0)), f - vec3(1.0, 1.0, 1.0)), u.x), u.y), u.z);
}

void main(void) {
	vec2 uv = (
		gl_FragCoord.xy - .5 * resolution.xy
	) / min(resolution.x, resolution.y);

    float rhm = S(.0,.125, sin(T))*.02;
	uv.x += rhm;
	vec2 p = uv * 6.;

	float r = length(uv*1.85);
	float a = atan(p.y, p.x) * radians(120.);

	vec3 col = vec3(0);

	float ss = .5 + .5 * sin(T);
	float anim = 1.+.1*ss*clamp(1.-r,.0, 1.);
	r *=.........完整代码请登录后点击上方下载按钮下载查看

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