three+gsap实现鼠标滚动火苗变大动画效果代码
代码语言:html
所属分类:动画
代码描述:three+gsap实现鼠标滚动火苗变大动画效果代码,鼠标向下滚动浏览器试试。
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> html, body { padding: 0; margin: 0; background-color: black; } .scroll-space { height: 250vh; } .container { position: fixed; top: 0; left: 0; width: 100%; height: 100vh; display: flex; align-items: center; justify-content: center; color: white; font-size: 4vw; } #canvas { position: absolute; top: 0; left: 0; } </style> </head> <body > <div class="scroll-space"></div> <div class="container"> Fire Scroll <canvas id="canvas"></canvas> </div> <script type="x-shader/x-fragment" id="fragmentShader"> varying vec2 vUv; uniform float u_ratio; uniform float u_time; uniform float u_speed; uniform float u_shape_offset; uniform float u_power; uniform float u_addition; // Simplex noise taken from // https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } float snoise(vec2 v){ const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy)); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod(i, 289.0); vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m*m; m = m*m; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } // Color space transform taken from // https://gist.github.com/983/e170a24ae8eba2cd174f vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } const float STEPS = 4.; float get_noise(vec2 uv, float t){ float SCALE = 8.; float noise = snoise(vec2(uv.x * SCALE, uv.y * .4 * SCALE - t)); SCALE = 10.; noise += .2 * snoise(vec2(uv.x * SCALE + 1.5 * t, uv.y * .6 * SCALE)); noise = min(1., .5 * noise + u_addition); return noise; } void main () { vec2 uv = vUv; uv.y /= u_ratio; float t = u_time * u_speed; float noise = get_noise(uv, t); float shape = pow(.8 * uv.y * u_ratio, .5); shape += 5. * pow(abs(uv.x - .5), 2.); shape *= u_shape_offset; float stepped_noise = floor(get_noise(uv, t) * STEPS) / STEPS; float d = pow(stepped_noise, u_p.........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