three+webgl实现可调参数的三维浩瀚宇宙星辰粒子旋转动画效果代码
代码语言:html
所属分类:粒子
代码描述:three+webgl实现可调参数的三维浩瀚宇宙星辰粒子旋转动画效果代码,使用dat.gui来调节参数。
代码标签: three webgl 可调 参数 三维 浩瀚 宇宙 星辰 粒子 旋转 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>
*
{
margin: 0;
padding: 0;
}
html,
body
{
overflow: hidden;
}
.webgl
{
position: fixed;
top: 0;
left: 0;
outline: none;
}
</style>
</head>
<body >
<canvas class="webgl"></canvas>
<script>
let gVertShader = `
uniform float uTime;
uniform float uSize;
attribute float aScale;
attribute vec3 aRandomness;
varying vec3 vColor;
vec2 fade(vec2 t)
{
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
vec4 permute(vec4 x)
{
return mod(((x*34.0)+1.0)*x, 289.0);
}
float cnoise(vec2 P)
{
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
vec4 gy = abs(gx) - 0.5;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x,gy.x);
vec2 g10 = vec2(gx.y,gy.y);
vec2 g01 = vec2(gx.z,gy.z);
vec2 g11 = vec2(gx.w,gy.w);
vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
void main(){
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
//spin here
float angle = atan(modelPosition.x, modelPosition.z);
float distanceToCenter = length(modelPosition.xz);
float angleOffset = (1.0 / distanceToCenter) * (uTime*0.2);
// angle-= angleOffset+uTime/distanceToCenter/2.0;
// angle-= 100.0-10.0*(uTime/1.0*(distanceToCenter*0.02));
// angle-= sin(angleOffset+uTime)/(distanceToCenter * cnoise(aRandomness.xz));
angle-= sin(angleOffset+uTime)/distanceToCenter + cnoise(aRandomness.xz)*cnoise(aRandomness.xy);
modelPosition.x = cos(angle)* distanceToCenter+ cnoise(aRandomness.xz)*cnoise(aRandomness.yz);;
modelPosition.z = sin(angle)* distanceToCenter+ cnoise(aRandomness.xz)*cnoise(aRandomness.xy);;
// modelPosition.y = sin(aRandomness.y) * 11.0+abs(2.0/distanceToCenter)-10.0;
modelPosition.y = (aRandomness.y*aRandomness.x) * 1.0-(aRandomness.y*aRandomness.y);
modelPosition.xyz += aRandomness/12.0;
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
//
gl_PointSize = uSize*aScale;
gl_Point.........完整代码请登录后点击上方下载按钮下载查看
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