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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