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,
    .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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