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(..........完整代码请登录后点击上方下载按钮下载查看
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