canvas+webgl实现海星starfish动画效果代码

代码语言:html

所属分类:动画

代码描述:canvas+webgl实现海星starfish动画效果代码

代码标签: canvas webgl 海星 starfish 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);

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;

const float TAU = radians(360.);

#define T time
#define S smoothstep

vec3 pattern(vec2 uv) {
	float fa = 1., fb = 1., fc = 1., fd = .0;

	for (int i = 0; i < 10; i++) {
		vec2 p = vec2(
			cos(uv.y * fa - fd + T / fb),
			sin(uv.x * fa - fd + T / fb)
		) / fc;
		p += vec2(-p.y, p.x) * .25;
		uv.xy += p;

		fa *= 2.;
		fb *= 1.5;
		fc *= 1.75;

		fd += .025 + .125 * T * fb;
	}
	float
	r = sin(uv.x - T) * .5 + .5,
	g = sin(uv.y + T) * .5 + .5,
	b = sin((uv.x + uv.y + sin(T * .5)) * .5) * .5 + .5;

	return vec3(r, g, b);
}

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

	vec3 col = vec3(1);

	// angle of each pixel to the center of the screen
	float a = atan(uv.x, uv.y) * 10.;

	// modified distance metric
	float k = 1.;
	float r =
		pow(
			pow(uv.x * uv.x, k) +
			pow(uv.y * uv.y, k),
			1. / (2. * k)
		);

	// index texture by (animated inverse) radius and angle
	vec2 p = vec2(1. / r + .2 * T, a);

	// pattern: cosines
	float .........完整代码请登录后点击上方下载按钮下载查看

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