webgl实现三维立方体玻璃材质折射反射旋转动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现三维立方体玻璃材质折射反射旋转动画效果代码
代码标签: webgl 三维 立方体 玻璃 材质 折射 反射 动画 旋转
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 id="rendered-js" > /********* * made by Matthias Hurrle (@atzedent) */ /** @type {HTMLCanvasElement} */ const canvas = window.canvas; const gl = canvas.getContext("webgl2"); const dpr = Math.max(1, 0.5 * 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 uniform float time; uniform vec2 resolution; uniform vec2 touch; uniform int pointerCount; out vec4 fragColor; #define T (2.*time) #define S smoothstep #define mouse (touch/resolution) #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) #define ftick tick(sin(3.+1.0*T*.25), 2.) float tick(float t, float e) { return floor(t) + pow(S(.0, 1., S(.0, 1., fract(t))), e); } 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 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), fk = k * .25, c = (smin(da, smin(db, dc, fk), fk) - 1.) / f; if(c > d) { d = c, res = c; } } return res; } float mat = .0; float map(vec3 p) { float pat = .01 * sin(p.y * 10.); vec3 q = p; q.xy += pat; q.yz += pat; float d = 1e5, sp = mspo(p, vec3(1), .025, 3.), bx = box(q, vec3(1.2), .05); d = min(d, max(bx, -sp)); if(d == bx) mat = 1.; else mat = .0; return d; } 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(pointerCount > 0) { p.yz *= rot(-mouse.y * acos(-1.) + acos(.0)); p.xz *= rot(-mouse.x * acos(-1.) * 2.); } else { p.yz *= rot(ftick); p.xz *= rot(tick(T * .25, .25) * acos(.0)); } } void main(void) { vec2 uv = ( gl_FragCoord.xy - .5 * resolution ) / min(resolution.x, resolution.y); float zoom = pointerCount > 0 ? .0 : -exp(ftick) * .4; vec3 col = vec3(0), ro = vec3(0, 0, zoom - 4.), rd = normalize(vec3(uv, 1)); cam(ro); cam(rd); vec3 p = ro, lp = ro - vec3(0, -2, 0), l = normalize(lp); const float steps = 180., maxd = 20.; float dd = .0, at = .0, side = 1., e = 1.; for(float i = .0; i < steps; i++) { float d = map(p) * side; if(d < 1e-3) { vec3 n = norm(p) * side; float fog = 1. - clamp(dd / maxd, .0, 1.), diff = max(.0, dot(normalize(lp - p), n)), .........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