svg+gsap实现液态融合粘稠状菜单导航条交互效果代码
代码语言:html
所属分类:菜单导航
代码描述:svg+gsap实现液态融合粘稠状菜单导航条交互效果代码
代码标签: svg gsap 液态 融合 粘稠状 菜单 导航条 交互
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> body, html { margin: 0; padding: 0; } canvas#gooey-canvas, svg#gooey-overlay { position: fixed; top: 0; left: 0; } svg#gooey-overlay .menu-item { cursor: pointer; } svg#gooey-overlay .menu-item use { stroke: #000066; } svg#gooey-overlay .menu-item:hover use { stroke: hotpink; } </style> </head> <body > <div class="wrapper"> <canvas id="gooey-canvas"></canvas> <svg id="gooey-overlay" fill="none" stroke-linecap="round" stroke-linejoin="round" stroke-width="6"> <defs> <symbol id="icon-user" viewBox="0 0 100 100"> <g> <circle cx="46.3" cy="30.5" r="20.7"/> <path d="M70.4,58.4a31.8,31.8,0,0,1,7.8,21"/> <path d="M14.3,79.4a31.6,31.6,0,0,1,7.8-20.9"/> </g> </symbol> <symbol id="icon-settings" viewBox="0 0 100 100"> <g> <path d="M71.5,51.3a28.4,28.4,0,0,0,.5-5.1,25.7,25.7,0,0,0-.8-6.2l8.9-5.9a35.4,35.4,0,0,0-10-14.9l-8.9,6a24,24,0,0,0-6.1-3.3V11.2a38.2,38.2,0,0,0-9-1.1,36.8,36.8,0,0,0-8.9,1.1V21.9a27.3,27.3,0,0,0-6.7,3.7l-9-5.7A35.5,35.5,0,0,0,11.8,35l9.1,5.6a26.9,26.9,0,0,0,0,11.3l-8.9,6a35,35,0,0,0,9.8,14.9l8.8-5.9a26.4,26.4,0,0,0,6.6,3.6V81.2a36.8,36.8,0,0,0,8.9,1.1,38.2,38.2,0,0,0,9-1.1V70.5a27,27,0,0,0,7-4l9.1,5.7A37.5,37.5,0,0,0,80.6,57ZM46.2,61.5A15.3,15.3,0,1,1,61.5,46.2,15.4,15.4,0,0,1,46.2,61.5Z"/> </g> </symbol> <symbol id="icon-msg" viewBox="0 0 100 100"> <g> <path d="M81.9,43.2c0,12.9-16,23.4-35.7,23.4-6.3,0-10-.4-15.2-2.2-1.8-.7-17.5,9.1-19.1,8.2s6-14.9,3.9-17.2a17.4,17.4,0,0,1-5.3-12.2c0-13,16-23.5,35.7-23.5S81.9,30.2,81.9,43.2Z"/> </g> </symbol> </defs> <g class="balls"> </g> </svg> </div> <script type="x-shader/x-fragment" id="vertShader"> precision mediump float; varying vec2 vUv; attribute vec2 a_position; void main() { vUv = .5 * (a_position + 1.); gl_Position = vec4(a_position, 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShader"> precision mediump float; varying vec2 vUv; uniform float u_time; uniform float u_ratio; uniform float u_max_y; uniform vec2 u_pointer; uniform float u_click_t; uniform vec3 u_drops_pos_x; uniform vec3 u_drops_pos_y; vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } 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 = mod(i, 289.0); 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_point_shape(vec2 uv, vec2 pos) { float width = 1.9 * (u_drops_pos_x[2] - u_drops_pos_x[0]) / 3.; float point_uv_y = (1. / pos.y - (1. / pos.y) * (uv.y - .05)); vec2 dist = vec2(uv.x * u_ratio, uv.y) - vec2(pos.x * u_ratio, 1. - pos.y); float l = length(dist); l = max(0., l); l /= u_max_y; l *= u_ratio; width += .1 * pow(l, -.7); float c = smoothstep(pos.x - .5 * width, pos.x, uv.x); c *= smoothstep(pos.x + .5 * width, pos.x, uv.x); c *= smoothstep(1. - pos.y - .5 * u_ratio * width, 1. - pos.y, uv.y); c = pow(c, 10.); return c; } void main() { vec2 uv = vUv; uv.y -= .03; float noise_speed = .25; float width = .2; float shape = 0.; float mid_shape = smoothstep(0. - .7 * width, u_drops_pos_x[1] - u_drops_pos_x[0], uv.x - u_drops_pos_x[0]) - smoothstep(u_drops_pos_x[1], u_drops_pos_x[2] + .5 * width, uv.x); mid_shape = pow(mid_shape, 1.5); mid_shape *= 2.6 * (1. - (1. - uv.y) / max(u_drops_pos_y[0], max(u_drops_pos_y[1], u_drops_pos_x[.........完整代码请登录后点击上方下载按钮下载查看
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