webgl实现三维玻璃材质立方体透视反射水火烟雾动画效果代码

代码语言:html

所属分类:三维

代码描述:webgl实现三维玻璃材质立方体透视反射水火烟雾动画效果代码

代码标签: webgl 三维 玻璃 材质 透视 反射 动画 立方体

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 float time;
uniform int pointerCount;
uniform vec2 touch;

const vec3 roomsize=vec3(6,4,6)*1.25;
const vec3 boxsize=vec3(1,1.25,1);
const float walleps=1e-3;

#define T time
#define S smoothstep
#define mouse (touch/resolution)
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))

float tick(float t,float e) {
    return floor(t)+pow(S(.0,1.,S(.0,1.,fract(t))),e);
}

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 mat=.0;
float map(vec3 p) {
    float d=1e5,
    room=-box(p,roomsize,.05),
    bx=box(p-vec3(0,-(roomsize.y-(boxsize.y+.05)),0),boxsize,.05);

    d=min(d, room);
    d=min(d, bx);

    if (d==bx) mat=1.;
    else mat=.0;

    return d;
}

vec3 creature(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*4.-d*4.)*.9,
    t=T*4.;

    mat2 m=mat2(.6,-1.2,1.2,.6)*.9;
    for (float i=.0; i<30.; i++) {
        uv*=m;
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(cos(q)/s,vec2(.2));
        n+=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,3,4)*(a+.2)+a+a-d*1.5;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 crawler(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*4.4-d*4.)*.7,
    t=T*4.;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(sin(q)/s,vec2(.2));
        n+=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,3,4)*(a+a)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 mollusc(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.8;

    float
    d=dot(uv,uv),
    s=9.,
    a=.05,
    b=sin(T*4.-d*3.)*.9,
    t=T*4.;

    uv.yx-=T*.1;


    mat2 m=mat2(-.6,.8,-.8,-.6)*.9;
    for (float i=.0; i<30.; i++) {
        uv*=m;
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(cos(q)/s,vec2(.2));
        n-=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(4,2,1)*(a+.15)+a-d;
    col=sqrt(col);

    return col;
}

vec3 dflame(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*.4-d*4.)*.9,
    t=T*4.;

    uv*=rot(sin(6.+t*.05)*.8-.567);
    uv.y-=t*.05;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(cos(q)/s,vec2(.2));
        n+=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(4,2,1)*(a+.2)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 flame(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.6+(sin(T)*.2);

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*.4-d*4.)*.9,
    t=T*4.;

    uv*=rot(sin(6.+t*.05)*.8-.567);
    uv.y-=t*.05;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(cos(q)/s,vec2(.2));
        n-=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,2,4)*(a+.2)+a+a-d*.5;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);

    return col;
}

vec3 water(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*4.4-d*90.)*.7,
    t=T*4.;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(sin(q)/s,vec2(.2));
        n-=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,3,4)*(a+a)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 norm(vec3 p) {
    vec2 e=vec2(1e-3,0);
    float d=map(p);
    vec3 n=d-vec3(
        map(p-e.xyy),
        map(p-e.yxy),
        map(p-e.yyx)
    );

    return normalize(n);
}

void cam(inout vec3 p) {
    if(pointerCoun.........完整代码请登录后点击上方下载按钮下载查看

网友评论0