webgl实现canvas三维立方体落入沙堆里效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现canvas三维立方体落入沙堆里效果代码
代码标签: webgl canvas 三维 立方体 落入 沙堆
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(.5, .25 * 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
uniform float time;
uniform vec2 resolution;
uniform vec2 touch;
uniform int pointerCount;
out vec4 fragColor;
#define T (mod(.3*time, 100.))
#define S smoothstep
#define mouse (touch/resolution)
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))
#define rep(p,n) (mod(p,n)-.5*n)
#define sunoff vec3(1,2,3)
// 45 degrees
#define INCLANG .78539
float rnd(vec2 p) {
return fract(sin(dot(p, vec2(12.233, 78.599))) * 45019.422);
}
float noise(vec2 p) {
p *= 3.;
vec2 f = fract(p), i = floor(p);
float
a = rnd(i),
b = rnd(i + vec2(1, 0)),
c = rnd(i + vec2(0, 1)),
d = rnd(i + vec2(1, 1));
vec2 u = f * f * (3. - 2. * f);
return mix(a, b, u.x) +
(c - a) * u.y * (1. - u.x) +
(d - b) * u.y * u.x;
}
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 disc(vec3 p, vec2 s, float r) {
vec2 e = vec2(abs(length(p.xz)), abs(p.y)) - s;
return length(max(e, .0)) +
min(.0, max(e.x, e.y)) - r;
}
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 mspo(vec3 p, vec3 s, float r, float l) {
const float k = .25;
float
d = box(p, s, r),
res = d,
f = 1.,
i = .0;
for(; i < l; i++) {
vec3
a = mod(p * f, 2.) - 1.,
r = abs(1. - 3. * abs(a));
f *= 3.;
float
da = max(r.x, r.y),
db = max(r.y, r.z),
dc = max(r.z, r.x),
c = (smin(da, smin(db, dc, k), k) - 1.) / f;
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