canvas+webgl实现三维裙带灯光穿越动画效果代码
代码语言:html
所属分类:三维
代码描述:canvas+webgl实现三维裙带灯光穿越动画效果代码
代码标签: canvas webgl 三维 裙带 灯光 穿越 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> * { 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 > /********* * made by Matthias Hurrle (@atzedent) */ /** @type {HTMLCanvasElement} */ const canvas = window.canvas; const gl = canvas.getContext("webgl2"); const dpr = Math.max(.5, .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 vec2 touch; uniform float time; uniform int pointerCount; #define mouse (touch/resolution) #define P pointerCount #define T (20.+mod(time, 180.)) #define S smoothstep #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) float rnd(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453123); } float ftor(vec3 p, vec3 s, float r) { vec2 e = vec2( abs(length(p.xz)-s.x-s.z), abs(p.y)-s.y ); return length(max(e,.0))+ min(.0, max(e.x, e.y))-r; } float map(vec3 p) { const float dst=5.2; vec3 s, id, q = p; id = (floor(.5+p/dst-.5)-.5); q = (fract(.5+p/dst-.5)-.5)*dst; s = vec3(1, 1,.25)+(-sin(2.5*(T+length(id)*.2+sin(.2*T+length(id))*.5+.5)+p.y*2.)*.15); s = abs(s); q.xz *= 1.+cos(atan(q.x, q.z)*12.)*.1; float d = 5e5, sph = ftor(q, s,.05)*.5; d = min(d, sph); 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 tunnel(inout vec3 p) { if (P > 0) return; p.z += -4.*T; } float tick(float t, float e) { t/=e; return floor(t)+pow(S(.0, 1., fract(t)), e); } float tween(float a) { return a*a*a; } float tween2(float a) { return a*a*a*a*a; } float tween3(float x) { return x*x*x*(10. + x*(-15. + 6.*x)); } float getsss(vec3 p, vec3 rd, float dist, float k) { float ddist = dist * k; return clamp(map(p + rd * dist) / dist, .0, 1.) + clamp(map(p + rd * ddist) / ddist, .0, 1.); } float getao(vec3 p, vec3 n, float dist) { return clamp(map(p + n * dist) / dist, .0, 1.); } void cam(inout vec3 p) { if (P > 0) { p.yz *= rot(-mouse.y*acos(-1.)+acos(.0)); p.xz *= rot(acos(-1.)-mouse.x*acos(-1.) * 2.); } else { p.yz *= rot(tween2(cos(T*.2))*.3); p.xz *= rot(tween2(sin(T*.2))*3.14159); p.xy *= rot(tween3(.5+.5*cos(tick(T,10.)))*.2); } } void main(void) { vec2 uv = ( gl_FragCoord.xy-.5*resolution.xy )/min(resolution.x, resolution.y); vec3 col = vec3(0), ro = vec3(0, 0, -8.5), rd = normalize(vec3(uv, .8)); cam(ro); cam(rd); tunnel(ro); vec3 p = ro, lp = vec3(1, 4.5, 5.-.5*clamp(tween2(cos(T)*.5+.5)*20.+10.,-20.,30.)); lp.yz *= rot(exp(-cos(T))); lp.xz *= rot(T); tunnel(lp); const float steps = 400., maxd = 35.; float dd = .0, at = .0; for (float i = .0; i < steps; i++) { float d = m.........完整代码请登录后点击上方下载按钮下载查看
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