webgl实现炫酷三维canvas反射玻璃体旋转动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现炫酷三维canvas反射玻璃体旋转动画效果代码
代码标签: webgl 炫酷 三维 canvas 反射 玻璃体 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> * { 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 vec2 touch; uniform float time; uniform int pointerCount; #define mouse (touch/resolution) #define T time #define S smoothstep mat3 rotX(float a) { float c = cos(a), s = sin(a); return mat3( vec3(1, 0, 0), vec3(0, c,-s), vec3(0, s, c) ); } mat3 rotY(float a) { float c = cos(a), s = sin(a); return mat3( vec3(c, 0, s), vec3(0, 1, 0), vec3(-s,0, c) ); } 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 box(vec3 p, vec3 s, float r) { p = abs(p)-s; return length(max(vec3(0), p))+ min(max(max(p.x, p.y),p.z),.0)-r; } float oct(vec3 p, float s) { p = abs(p); return (p.x+p.y+p.z-s)*(1./sqrt(3.)); } float rnd(float a) { return fract(sin(a*711.599)*756.839); } float curve(float a, float b) { a /= b; return mix( rnd(floor(a)), rnd(floor(a)+1.), pow(S(.0,1.,fract(a)),10.) ); } float tick(float t, float e) { return floor(t)+pow(S(.0,1.,fract(t)),e); } float map(vec3 p) { return smin( box(p, vec3(1), .125), oct(p, 1.8+.25*sin(curve(T, .5))), .125 ); } vec3 dir(vec2 uv, vec3 ro, vec3 target, float zoom) { vec3 up = vec3(0,1,0), f = normalize(target-ro), r = normalize(cross(up, f)), u = cross(f, r), c = f*zoom, i = c+uv.x*r+uv.y*u, d = normalize(i); return d; } vec3 norm(vec3 p) { vec2 e = vec2(1e-3, 0); float d = map(p); vec3 n = d - vec3( map(p-e.xyy), map(p-e.yxy), map(p-e.yyx) ); return normalize(n); } void main(void) { vec2 uv = ( gl_FragCoord.xy -.5 * resolution.xy ) / min(resolution.x, resolution.y); vec3 col = vec3(0), ro = vec3(0,2.*sin(T*.5)*curve(T*.2, .2),-4); ro *= rotY( acos(0.)*sin(tick(T,4.))* (-1.+2.*curve( 10.*sin(T)*curve(rnd(uv.y/uv.x)*5.*sin(T), 5.), 4.)) ); if(pointerCount > 0) { ro = vec3(0,0,-4); ro *= rotX(mouse.y*acos(-1.)+1.); ro *= rotY(mouse.x*acos(-1.)*2.); } vec3 rd = dir(uv, ro, vec3(0), 1.), p = ro; float i = .0, side = 1., at = .0; for(; i<50.;i++){ float d = map(p)*side; if(d<1e-2) { vec3 n = norm(p)*side, l = normalize(ro-vec3(sin(T),cos(T),0)), .........完整代码请登录后点击上方下载按钮下载查看
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