webgl实现三维不锈钢镜面反射效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现三维不锈钢镜面反射效果代码
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> * { 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 > 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; #define T time #define S smoothstep #define PHI (.5+.5*sqrt(5.)) #define PI 3.14159 #define TAU 6.28318 #define RO .78539 #define mouse (touch/resolution) #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) float softmix(vec3 a, vec3 b) { float c=dot(a,b)*.5+.5; return c*c; } vec3 light(vec3 p) { vec3 col= + softmix(p, normalize(vec3(0,5,0))) * vec3(1,3,4) + softmix(p, normalize(vec3(0,-5,0))) * vec3(3,1,1)/3. + softmix(p, normalize(vec3(0,0,-5))) * vec3(3,0,3)/3. + vec3(0.125); return col*.25; } 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 rnd(vec2 p) { return fract( sin( dot( p, vec2(12.9898, 78.233) ) )*43758.5453123 ); } float noise(vec2 p) { float dist=1.; vec2 i=floor(p), f= fract(p); for(float x=-1.; x<=1.; x++) for(float y=-1.; y<=1.; y++) { float d=distance(rnd(i+vec2(x,y))+vec2(x,y),f); dist=smin(dist,S(.0,1.,d),.1); } return dist; } 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 dode(vec3 p, float s) { float d=0.; d=max(d,abs(dot(p,normalize(vec3(0,PHI,1))))); d=max(d,abs(dot(p,normalize(vec3(0,-PHI,1))))); d=max(d,abs(dot(p,normalize(vec3(1,0,PHI))))); d=max(d,abs(dot(p,normalize(vec3(-1,0,PHI))))); d=max(d,abs(dot(p,normalize(vec3(PHI,1,0))))); d=max(d,abs(dot(p,normalize(vec3(-PHI,1,0))))); return d-s; } float mat=.0; float map(vec3 p) { vec3 q=p; q.xy*=rot(RO); float d=5e5, room=-dode(p,6.), bx=box( q+noise((p-vec3(50.,40.,0)).xy*2.)*125e-4 ,vec3(2,2,5e-3), 5e-3 ); d=min(d,room); d=min(d,bx); 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); } float tween(float a) { return a*a*a*a*a; } void cam(inout vec3 p) { if(pointerCount > 0) { p.yz*=rot(-mouse.y*PI+PI*.5); p.xz*=rot(PI-mouse.x*TAU); } else { p.yz *= rot(tween(min(.0,-cos(T*.8)*.9))); p.xz *= rot(tween(-cos(T*.4))*PI); } } void main(.........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