three+webgl实现彩色沙尘粒子飘动动画效果代码
代码语言:html
所属分类:粒子
代码描述:three+webgl实现彩色沙尘粒子飘动动画效果代码
代码标签: three webgl 彩色 沙尘 粒子 飘动 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> canvas { display: block; } </style> </head> <body> <!-- partial:index.partial.html --> <script id="shader-noise-perlin" type="x-shader"> // // GLSL textureless classic 3D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson (stefan.gustavson@liu.se) // Version: 2011-10-11 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/stegu/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } // Classic Perlin noise float cnoise(vec3 P) { vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 * (1.0 / 7.0); vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 * (1.0 / 7.0); vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } </script> <script id="shader-simulation-vertex" type="x-shader/x-vertex"> varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } </script> <script id="shader-simulation-fragment" type="x-shader/x-fragment"> #include <common> uniform sampler2D tData; uniform vec2 resolution; uniform float velocityMax; uniform float time; uniform float delta; varying vec2 vUv; void main() { vec4 particle = texture2D(tData, vUv); vec2 pPosition = particle.xy * resolution; vec2 pVelocity = particle.zw; vec3 seed = vec3(pPosition / resolution * 8.0, time / 5.0); float forceAngleOffset = sin(time / 16.0) * .25; float forceAngle = (cnoise(seed) + forceAngleOffset) * PI; vec2 force = vec2(cos(forceAngle), sin(forceAngle)) * .75; pVelocity += force; if (length(pVelocity) > velocityMax) { pVelocity = normalize(pVelocity) * velocityMax; } pPosition += pVelocity * delta; pPosition = mod(pPosition + resolution * .5, resolution) - resolution * .5; gl_FragColor = vec4(pPosition / resolution, pVelocity); } </script> <script id="shader-particles-vertex" type="x-shader/x-vertex"> uniform sampler2D tData; uniform vec2 resolution; varying vec2 vUv; void main() { vUv = uv; vec2 pPosition = texture2D(tData, vUv).rg * resolution; gl_PointSize = 1.0; gl_Position = projectionMatrix * modelViewMatrix * vec4(pPosition, 1.0, 1.0); } </script> <script id="shader-particles-fragment" type="x-shader/x-fragment"> uniform sampler2D tData; uniform float velocityMax; uniform vec3 colorBase; uniform vec3 colorIntense; varying vec2 vUv; void main() { vec4 particle = texture2D(tData, vUv); vec2 pVelocity = particle.zw; float intensity = pow(length(pVelocity) / velocityMax, 5.0); vec3 color = mix(colorBase, colorIntense, intensity); gl_FragColor = vec4(color, 1.0); } </script> <script id="shader-copy-vertex" type="x-shader/x-vertex"> uniform sampler2D tData; varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } </script> <script id="shader-copy-fragment" type="x-shader/x-fragment"> uniform sampler2D tData; varying vec2 vUv; void main() { gl_FragColor = texture2D(tDat.........完整代码请登录后点击上方下载按钮下载查看
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