webgl实现canvas三维逼真冰块效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现canvas三维逼真冰块效果代码
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 vec2 touch; uniform float time; uniform int pointerCount; #define mouse (touch.xy / resolution.xy) #define T mod(time, 200.) #define S smoothstep #define rot(a) mat2(cos(a),sin(a),-sin(a),cos(a)) 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) ); } float tick(float t, float e) { return floor(t)+pow(S(.0, 1., fract(t)), e); } float rnd(float a) { return fract(sin(a*76.5453123)*45617.234); } float noise(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); float n = i.x + i.y * 57.; return mix( mix(rnd(n), rnd(n + 1.), f.x), mix(rnd(n + 57.), rnd(n + 58.), f.x), f.y ); } float fbm(vec2 p) { float f = .0; mat2 m = mat2(1.6, 1.2, -1.2, 1.6); f = .5000*noise(p); p = m*p; f += .2500*noise(p); p = m*p; f += .1250*noise(p); p = m*p; f += .0625*noise(p); p = m*p; return f; } 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(p, .0))+ min(.0, max(max(p.x, p.y), p.z))-r; } float map(vec3 p) { // instead of 'noise' use 'fbm' if you want it // to be more realistic. However, it is slower. float d = box(p, vec3(1), .05) * S(.0, 1.,clamp(noise((p.xz+p.yy)*6.),.4,.6)); d = smin( d, box( p-vec3(0, -1, 0), vec3(2,.1, 2), .0), .25 ); return d; } vec3 norm(vec3 p) { vec2 e = vec2(1e-2, 0); float d = map(p); vec3 n = d-vec3( map(p-e.xyy), map(p-e.yxy), map(p-e.yyx) ); return normalize(n); } vec3 dir(vec2 uv, vec3 ro, vec3 t, float z) { vec3 up = vec3(0, 1, 0), f = normalize(t-ro), r = normalize(cross(up, f)), u = cross(f, r), c = f*z, i = c+uv.x*r+uv.y*u, d = normalize(i); return d; } void main(void) { vec2 uv = ( gl_FragCoord.xy -.5 * resolution.xy ) / min(resolution.x, resolution.y); vec3 col = vec3(0), ro = vec3(0, 0, -4); ro.y += 4.*sin(tick(T*.5, 2.)*acos(.0)); ro *= rotY(tick(T*.25, 5.)*acos(.0)); if (pointerCount > 0) { ro = vec3(0, 0, -4); ro *= rotX(mouse.y * acos(-1.)+1.); ro *= rotY(mo.........完整代码请登录后点击上方下载按钮下载查看
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