three+webgl实现玻璃镜像折射动画效果代码
代码语言:html
所属分类:动画
代码描述:three+webgl实现玻璃镜像折射动画效果代码
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> *{ margin: 0px;} </style> </head> <body> <div id="shader"></div> <script id="vertex" type="x-shader/x-vertex"> varying vec2 vUv; void main() { gl_Position = vec4(position, 1.0); vUv = uv; } </script> <script id="fragment" type="x-shader/x-fragment"> precision highp float; uniform vec2 u_resolution; uniform float u_time; varying vec2 vUv; const float PI = 3.1415926535897932384626433832795; const float TAU = PI * 2.; const float HALF_PI = PI * .5; float wiggly(float cx, float cy, float amplitude, float frequency, float spread){ float w = sin(cx * amplitude * frequency * PI) * cos(cy * amplitude * frequency * PI) * spread; return w; } void coswarp(inout vec3 trip, float warpsScale ){ trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25)); trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25)); trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25)); } void uvRipple(inout vec2 uv, float intensity){ vec2 p = uv -.5; float cLength=length(p); uv= uv +(p/cLength)*cos(cLength*15.0-u_time*.5)*intensity; } float smoothMod(float x, float y, float e){ float top = cos(PI * (x/y)) * sin(PI * (x/y)); float bot = pow(sin(PI * (x/y)),2.); float at = atan(top/bot); return y * (1./2.) - (1./PI) * at ; } vec2 modPolar(vec2 p, float repetitions) { float angle = 2.*3.14/repetitions; float a = atan(p.y, p.x) + angle/2.; float r = length(p); //float c = floor(a/angle); a = smoothMod(a,angle,033323231231561.9) - angle/2.; //a = mix(a,) vec2 p2 = vec2(cos(a), sin(a))*r; p2 += wiggly(p2.x + u_time * .05, p2.y + u_time * .05, 2., 4., 0.05); return p2; } float stroke(float x, float s, float w){ float d = step(s, x+ w * .5) - step(s, x - w * .5); return clamp(d, 0., 1.); } // Classic Perlin 2D Noise // by Stefan Gustavson // vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); } vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec2 P){ vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation vec4 ix = Pi.xzxz; vec4 iy = Pi.yyww; vec4 fx = Pf.xzxz; vec4 fy = Pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024... vec4 gy = abs(gx) - 0.5; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x,gy.x); vec2 g10 = vec2(gx.y,gy.y); vec2 g01 = vec2(gx.z,gy.z); vec2 g11 = vec2(gx.w,gy.w); vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fade_xy = fade(Pf.xy); vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); float n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } vec2 rotate2D (vec2 _st, float _angle) { _st -= 0.5; _st = mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)) * _st; _st += 0.5; return _st; } vec2 rotateTilePattern(vec2 _st){ // Scale the coordinate system by 2x2 _st *= 2.0; // Give each cell an index number // according to its position float index = 0.0; .........完整代码请登录后点击上方下载按钮下载查看
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