three+webgl实现多彩液态流动光滑动画效果代码

代码语言:html

所属分类:动画

代码描述:three+webgl实现多彩液态流动光滑动画效果代码

代码标签: three webgl 多彩 液态 流动 光滑 动画

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.;
  
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) {
   
   uvRipple(p, .02);
    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_.........完整代码请登录后点击上方下载按钮下载查看

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