webgl实现canvas三维晶莹剔透反射折射动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现canvas三维晶莹剔透反射折射动画效果代码
代码标签: webgl canvas 三维 晶莹剔透 反射 折射 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> <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 out vec4 fragColor; uniform vec2 resolution; uniform vec2 touch; uniform float time; uniform int pointerCount; const vec3 lcol=vec3(1,.5,.3).rbg*.0+1.; const vec3 gold = vec3(255, 233, 152) / 255.; const vec3 bron = vec3(87, 55, 13) / 255.; vec3 tint = mix(bron, gold, .5); #define PI 3.141592 #define TAU 6.283836 #define ESN 1.570796 #define P pointerCount #define T mod(time*2.,300.) #define S smoothstep #define mouse (touch/resolution) #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) #define syl(p,s) (length(p)-s) #define noise(p) (.5+.5*sin(p.x*1.5)*sin(p.y*1.5)) 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 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 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 dsc(vec3 p, vec2 s, float r) { vec2 e = vec2( abs(length(p.xz)-s.x), abs(p.y) ) - s; return length(max(e,.0))+ min(.0, max(e.x, e.y))-r; } float mat = .0; float map(vec3 p, float scene) { float n = 6.; p.xz = (p.xz-n*clamp(round(p.xz/n), -1.,1.)); vec3 q = p; q.y += (scene<2.?2.:6.)*T+(scene < 2.?cos(T)+2.75:.0); q.y = mod(q.y, 5.)-2.5; float d = 5e5, core = abs(dsc(p, vec2(.4,.7),.005))-3e-3, shell = ftor(q, vec3(1.2,.75,.1),.005), obj = shell; d = min(d, min(obj, core)); if (d == core) mat = 1.; else mat = .0; return d; } vec3 norm(vec3 p, float scene) { vec2 e = vec2(1e-3, 0); float d = map(p, scene); vec3 n = d-vec3( map(p-e.xyy, scene), map(p-e.yxy, scene), map(p-e.yyx, scene) ); return normalize(n); } void cam(inout vec3 p, float scene) { if (P > 0) { p.yz *= rot(-mouse.y*PI+ESN); p.xz *= rot(PI-mouse.x*TAU); } else { vec3 q = p; p.yz *= rot(sin(T*.5)*.25+.75); p.xz *= rot(T*.25); if (scene == .0) { p.xy *= rot(sin(T*.5)*.25+.25); } else if (scene == 2.) { p = q; p.yz *= rot(TAU+ESN); p.xz *= rot(T*.05); } } } void main(void) { vec2 uv = ( gl_FragCoord.xy-.5*resolution )/min(resolution.x, resolution.y); if (abs(uv.y) > .4 || abs(uv.x) > .9) { fragColor = vec4(vec3(0), 1); return; } // anim vec2 st = abs(uv); float num = 3., t = .125*T, prog = t*.25, preanim = P>0?.0:floor(mod(prog, num)); prog += max(st.x, st.y) * .08; float anim = mod(prog, num), scene = P>0?.0:floor(anim); vec3 col = vec3(0), ro = vec3( 0, (P > 0?.0: (scene < 2.?scene*-2.:2.95)), (P > 0?-3.:exp(-cos(T*(scene<2.?.25:.5)))-(5.+13.*(scene < 2.?scene:.9)))*1.125 ), rd = normalize(vec3(uv, 1)); cam(ro, scene); cam(rd, scene); vec3 p = ro; const float steps = 400.,maxd = 40.; float dd = .0, ii = .0, at = .0, bnz = .0, side = 1.,e = 1.; for (float i = .0; i < steps; i++, ii = i) { float d = map(p, sc.........完整代码请登录后点击上方下载按钮下载查看
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