webgl+canvas实现shader着色器喷绘背景动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl+canvas实现shader着色器喷绘背景动画效果代码
代码标签: webgl canvas shader 着色器 喷绘 背景 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"> <link type="text/css" rel="stylesheet" href="//repo.bfw.wiki/bfwrepo/css/reset.min.css"> <style> html, body { padding: 0px; margin: 0px; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <!-- partial:index.partial.html --> <script id="2d-fragment-shader" type="x-shader/x-fragment">// <![CDATA[ #ifdef GL_ES precision highp float; #endif #define PI 3.14159265359; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform float u_xpos; uniform float u_ypos; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; vec3 x3 = x0 - D.yyy; i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); float n_ = 0.142857142857; vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } void main() { vec3 color1 = vec3(75.0/255.0,144.0/255.0,210.0/255.0); vec3 color2 = vec3(252.0/255.0,244.0/255.0,111.0/255.0); vec3 color3 = vec3(244.0/255.0,238.0/255.0,87.0/255.0); vec3 color4 = vec3(242.0/255.0,232.0/255.0,99.0/255.0); vec3 color5 = vec3(242.0/255.0,205.0/255.0,96.0/255.0); vec3 color6 = vec3(255.0/255.0,255.0/255.0,255.0/255.0); vec2 lt = vec2(gl_FragCoord.x + u_xpos, gl_FragCoord.y + u_ypos); vec2 st = lt.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); vec2 pos = vec2(st*0.6); float DF = 0.0; float a = 0.0; vec2 vel = vec2(u_time*.1); st.xy *= 0.4; float r = snoise(vec3(st.x,st.y,u_time * 0.1)); if(r > 0.60){ color = color5; } else if(r > 0.20){ color = color4; } else if(r > -0.20){ color = color3; } else if(r > -0.60){ color = color2; } else if(r > -2.0){ color = color1; } gl_FragColor = vec4(color,1.0); } // ]]></script> <script id="2d-vertex-shader" type="x-shader/x-vertex">// <![CDATA[ attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0, 1); } // ]]></script> <canvas id="glscreen"></canvas> <!-- partial --> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/jquery-3.2.1.min.js"></script><script > // set up global javascript variables var canvas, gl; // canvas and webgl context var shaderScript; var shaderSource; var vertexShader; // Vertex shader. Not much happens in that shader, it just creates the vertex's to be drawn on var fragmentShader; // this shader is where the magic happens. Fragment = pixel. Vertex = kind of like "faces&qu.........完整代码请登录后点击上方下载按钮下载查看
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