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

代码标签: webgl 三维 逼真 冰块 canvas

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,.........完整代码请登录后点击上方下载按钮下载查看

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