webgl实现动态可调节参数的方形光效动态背景效果代码

代码语言:html

所属分类:背景

代码描述:webgl实现动态可调节参数的方形光效动态背景效果代码

代码标签: webg 动态 调节 参数 方形 光效 动态 背景

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: #000000;
}

canvas {
    position: fixed;
    top: 0;
    left: 0;
    display: block;
    width: 100%;
}

.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, .9);
    --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;
}

.lil-gui.autoPlace {
    top: 50%;
    left: 50%;
    transform: translate(-50%, -50%);
}
</style>


  
</head>

<body>
  <canvas></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_scale;
    uniform float u_time;
    uniform float u_ratio;
    uniform float u_color;
    uniform vec2 u_pointer;

    #define TWO_PI 6.28318530718
    #define PI 3.14159265358979323846

    float rand(vec2 n) {
        return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
    }

    vec2 random2(vec2 p) {
        return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3))))*43758.5453);
    }
    
    vec3 get_voronoi_shape(vec2 _uv, float scale, float time, vec2 point) {
        vec2 uv = scale * _uv;
        vec2 i_uv = floor(uv);
        vec2 f_uv = fract(uv);

        vec3 color = vec3(0.);
        float warmth = (1. - u_color);
        float randomizer = .2 + .8 * rand(i_uv);

        color.r += pow(randomizer, .1) - .9 * warmth;
        color.g += .6 * randomizer + .2 * pow(warmth, 4.);
        color.b += .2 * randomizer + .3 * warmth;

        float dot = 1. - length((i_uv + .5) / scale - point);
		  dot = clamp(dot, 0., 1.);
        color.r += .5 * pow(dot, 4.);
        color.b += .6 * pow(dot, 6.);

        randomizer = 1. - randomizer;

        float shape = 0.;
        for (int y = -1; y <= 1; y++) {
            for (int x = -1; x <= 1; x++) {
                vec2 tile_offset = vec2(float(x), float(y));
                vec2 cell_center = .5 + .5 * sin(time + PI * 2. * random2(i_uv + tile_offset));
                float dist = length(tile_offset + cell_center - f_uv);
                shape += .05 * dist;
            }
        }
        shape = 10. * pow(shape, 6.);

        return shape * color;
    }

    void main() {
        vec2 point = u_pointer;
        point.x *= u_ratio;

        vec2 uv = vUv;
        uv.x *= u_ratio;

        vec3 res = get_voronoi_shape(uv, u_scale, .001 * u_time, point);

        gl_FragColor = vec4(res, 1.);
    }
</script>
  
      <script type="module">
import GUI from "//repo.bfw.wiki/bfwrepo/js/lil-gui.esm.js";

const canvasEl = document.querySelector("canvas");

const mouseThreshold = .9;
const devicePixelRatio = Math.min(window.devicePixelRatio, 2);

const mouse = {
  x: .5 * window.innerWidth,
  y: .5 * window.innerHeight,
  tX: .5 * window.innerWidth,
  tY: .5 * window.innerHeight };


const params = {
  scale: 10,
  warmth: 1 };



let uniforms;
const gl = initShader();
createControls();

window.addEventListener("resize", resizeCanvas);
resizeCanvas();
render();

window.addEventListener("mousemove", e => {
  updateMousePosition(e.pageX, e.pageY).........完整代码请登录后点击上方下载按钮下载查看

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