webgl实现炫酷三维空间动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现炫酷三维空间动画效果代码
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, .5 * 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 PI = radians(180.); #define TAU 2.*PI #define T time #define S smoothstep #define rep(p,n) mod(p,n)-n*.5 float smin(float a, float b, float k) { float h = clamp(.5 + .5 * (b - a) / k, .0, 1.); return mix(b, a, h) - k * h * (1. - h); } float rnd(float t) { return fract(sin(t*427.771)*232.522); } float curve(float t, float d) { t /= d; return mix(rnd(floor(t)), rnd(floor(t)+1.), pow(smoothstep(.0, 1.,fract(t)), 10.0)); } mat3 RotX(float a) { float s = sin(a), c = cos(a); return mat3( vec3(1, 0, 0), vec3(0, c, -s), vec3(0, s, c) ); } mat3 RotY(float a) { float s = sin(a), c = cos(a); return mat3( vec3(c, 0, s), vec3(0, 1, 0), vec3(-s, 0, c) ); } mat3 RotZ(float a) { float s = sin(a), c = cos(a); return mat3( vec3(c, s, 0), vec3(-s, c, 0), vec3(0, 0, 1) ); } 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; } float RoundBox(vec3 p, vec3 b, float r) { vec3 q = abs(p) - b; return length(max(q, .0)) + min( max(q.x, max(q.y, q.z)), .0 ) - r; } float mat = .0; float GetDist(vec3 p) { vec3 q = p; float t = S(.0, 1.,mod.........完整代码请登录后点击上方下载按钮下载查看
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