canvas+webgl三维八面体穿越缝隙动画效果代码
代码语言:html
所属分类:三维
代码描述:canvas+webgl三维八面体穿越缝隙动画效果代码
代码标签: canvas webgl 三维 八面体 穿越 缝隙 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(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 uniform float time; uniform vec2 resolution; uniform vec2 touch; uniform int pointerCount; out vec4 fragColor; #define P pointerCount #define T mod(time,180.) #define S smoothstep #define mouse (touch/resolution) #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) #define noise(p) (.5+.5*sin(p.x*1.5)*sin(p.y*1.5)) #define tint vec3(1,3,2) float rnd(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453123); } float fbm(vec2 p) { float f = .0; mat2 m = mat2(1.6, 1.2, -1.2, 1.6); f += .500000*noise(p); p *= m; f += .250000*noise(p); p *= m; f += .125000*noise(p); p *= m; f += .062500*noise(p); p *= m; f += .015625*noise(p); return f; } float oct(vec3 p, float s) { p = abs(p); return (p.x+p.y+p.z-s)*(1./sqrt(3.)); } float cave(vec3 p) { vec3 q = p+vec3(0, 0, T*7.5); float rock = fbm(q.xz*.25); float way = pow(abs(q.x) * 38., 2.)*125e-6; rock *= way; return max(q.y-rock, .0); } float mat = .0; float map(vec3 p) { vec3 q = p; q.xz *= rot(-T*.5); q.yz *= rot(T*.25); float d = 5e5, walls = cave(p+vec3(0, 8, 0))*.5, end = oct(q, 1.8); d = min(d, walls); d = min(d, end); if (d == end) 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); } 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(sin(T*.5)*.25+.25); p.xz *= rot(T*.25); p.xy *= rot(sin(T*.5)*.25+.25); } } void light(inout vec3 col, in vec3 p, in vec3 rd, float fog, float side) { vec3 n = norm(p), lp = vec3(0, -2, 3.*side-side*(S(.0, 1.,sin(T*.5)*.5+.5)*2.-1.)), l = normalize(lp-p), r = reflect(rd, n); float diff = clamp(dot(l, n),.0, 1.)*.5+.5, fres = pow(S(.0, 1.,max(.0, dot(r, n))), 4.), fade = (1./dot(p-lp, p-lp)); col += fog*tint*diff*fres*fade; } void main(void) { vec2 uv = ( gl_FragCoord.xy-.5*resolution )/min(resolution.x, resolution.y); vec3 col = vec3(0), ro = vec3(0, 0, (P > 0?.0: 2.*exp(-cos(T*.25))-2.)-6.5), rd = normalize(vec3(uv, 1)); cam(ro); ca.........完整代码请登录后点击上方下载按钮下载查看
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