canvas实现webgl跟随鼠标可调节参数的小鬼交互效果代码
代码语言:html
所属分类:动画
代码描述:canvas实现webgl跟随鼠标可调节参数的小鬼交互效果代码
代码标签: canvas webgl 跟随 鼠标 调节 参数 小鬼 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;
overflow: hidden;
background-color: #2C3E50;
}
canvas#ghost {
position: fixed;
top: 0;
left: 0;
display: block;
width: 100%;
z-index: 10000;
pointer-events: none;
}
.page {
min-height: 100vh;
display: flex;
align-items: center;
justify-content: center;
color: white;
text-align: center;
font-size: 4vw;
text-shadow: 0 0 5px #000000;
}
.lil-gui {
--width: 300px;
max-width: 90%;
--widget-height: 20px;
font-size: 15px;
--input-font-size: 15px;
--padding: 10px;
--spacing: 10px;
--slider-knob-width: 5px;
--background-color: rgba(5, 0, 15, .8);
--widget-color: rgba(255, 255, 255, .3);
--focus-color: rgba(255, 255, 255, .4);
--hover-color: rgba(255, 255, 255, .5);
--font-family: monospace;
z-index: 1;
}
</style>
</head>
<body >
<div class="page">
WebGL Ghost Cursor
</div>
<canvas id="ghost"></canvas>
<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, 0.0, 1.0);
}
</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_size;
uniform vec2 u_pointer;
uniform float u_smile;
uniform vec2 u_target_pointer;
uniform vec3 u_main_color;
uniform vec3 u_border_color;
uniform float u_flat_color;
uniform sampler2D u_texture;
#define TWO_PI 6.28318530718
#define PI 3.14159265358979323846
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);
}
vec2 rotate(vec2 v, float angle) {
float r_sin = sin(angle);
float r_cos = cos(angle);
return vec2(v.x * r_cos - v.y * r_sin, v.x * r_sin + v.y * r_cos);
}
float eyes(vec2 uv) {
uv.y -= .5;
uv.x *= 1.;
uv.y *= .8;
uv.x = abs(uv.x);
uv.y += u_smile * .3 * pow(uv.x, 1.3);
uv.x -= (.6 + .2 * u_smile);
float d = clamp(length(uv), 0., 1.);
return 1. - pow(d, .08);
}
float mouth(vec2 uv) {
uv.y += 1.5;
uv.x *= (.5 + .5 * abs(1. - u_smile));
uv.y *= (3. - 2. * abs(1. - u_smile));
uv.y -= u_smile * 4. * pow(uv.x, 2.);
float d = clamp(length(uv), 0., 1.);
return 1. - pow(d, .07);
}
float face(vec2 uv, float rotation) {
uv = rotate(uv, rotation);
uv /= (.27 * u_size);
float eyes_shape = 10. * eyes(uv);
float mouth_shape = 20. * mouth(uv);
float col = 0.;
col = mix(col, 1., eyes_shape);
col = mix(col, 1., mouth_shape);
return col;
}
void main() {
vec2 point = u_pointer;
point.x *= u_ratio;
vec2 uv = vUv;
uv.x *= u_ratio;
uv -= point;
float texture = texture2D(u_texture, vec2(vUv.x, 1. - vUv.y)).r;
float shape = texture;
float noise = snoise(uv * vec2(.7 / u_size, .6 / u_size) + vec2(0., .0015 * u_time));
noise += 1.2;
noise *= 2.1;
noise += smoothstep(-.8, -.2, (uv.y) / u_size);
float face = face(uv, 5. * (u_target_pointer.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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