three实现一个水墨风格莲花花朵点击生长动画效果代码
代码语言:html
所属分类:动画
代码描述:three实现一个水墨风格莲花花朵点击生长动画效果代码
代码标签: three 水墨 风格 莲花 花朵 点击 生长 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>
html, body {
overflow: hidden;
padding: 0;
margin: 0;
}
.container {
position: relative;
}
canvas {
display: block;
}
.name {
font-family: sans-serif;
position: absolute;
top: 30%;
left: 0;
width: 100%;
height: 70%;
display: flex;
justify-content: center;
align-items: center;
color: black;
text-align: center;
font-size: 20px;
text-shadow: 0 0 3px #ffffff;
user-select: none;
pointer-events: none;
}
.name span {
background-color: rgba(255, 255, 255, .6);
}
.render-toggle {
position: fixed;
left: 0;
bottom: 0;
z-index: 1;
font-family: sans-serif;
font-size: 15px;
text-shadow: 0 0 4px #ffffff;
user-select: none;
padding: 0 0 15px 20px;
cursor: pointer;
text-decoration: underline;
}
</style>
</head>
<body>
<div class="container">
<canvas id="canvas"></canvas>
<div class="name">
<span>
Click To Add Flowers
</span>
</div>
<div class="render-toggle">
freeze
</div>
</div>
<script type="x-shader/x-fragment" id="fragmentShader">
uniform float u_ratio;
uniform vec2 u_point;
uniform float u_time;
uniform float u_stop_time;
uniform vec3 u_stop_randomizer;
uniform sampler2D u_texture;
uniform vec3 u_background_color;
varying vec2 vUv;
#define PI 3.14159265359
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 permute(vec3 x) { return mod289(((x * 34.0) + 1.0) * x); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
m = m * m;
m = m * m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float get_dot_shape(vec2 dist, float radius_max, float radius_line) {
return 1. - smoothstep(radius_line * radius_max, radius_max, dot(dist, dist) * 4.0);
}
float get_stem_shape(vec2 _cursor, vec2 _uv, float _t, float _size, float _flowery, vec2 _rand) {
float stroke_width = .01;
float noise_power = .2;
float cursor_horizontal_noise = noise_power * (1. + (1. - _flowery)) * snoise(3. * _uv * (_rand - .5));
// noise to zero on flower center
cursor_horizontal_noise *= pow(dot(_cursor.y, _cursor.y), .3 * _flowery);
cursor_horizontal_noise *= pow(dot(_uv.y, _uv.y), .3);// moise to be zero at bottom
_cursor.x += cursor_horizontal_noise;
// non-flowers shorter
_cursor.y *= (1. - ((1. - _flowery) * .7));
_cursor.y += ((1. - _flowery) * .7 * _rand.x);
// non-flowers wider
stroke_width = (1. - _flowery) * .9 * pow(dot(_uv.y, _cursor.x), 1.) + _flowery * .03;
stroke_width -= .02;
float left = smoothstep(-stroke_width, 0., _cursor.x);
float right = smoothstep(stroke_width, 0., _cursor.x);
float stem_shape = left * right;
float stem_top_mask = smoothstep(_cursor.y - .1, _cursor.y, min(-.1, _t - 1.));
// top ovary
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