three+EventEmitter+gsap实现三维虫洞星际之门穿越效果代码
代码语言:html
所属分类:三维
代码描述:three+EventEmitter+gsap实现三维虫洞星际之门穿越效果代码,鼠标双击大门即可进入穿越到另外一个地方,从老树干穿越到沙漠城堡只在一秒钟。
代码标签: three EventEmitter gsap 三维 虫洞 星际 之门 穿越
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> @import url(https://fonts.googleapis.com/css?family=Open+Sans:800); .webgl { position: fixed; top: 0; left: 0; right: 0; bottom: 0; outline: none; background-color: #000000; cursor: move; width: 100%; height: 100%; /* fallback if grab cursor is unsupported */ cursor: grab; cursor: -webkit-grab; } #credits { position: absolute; bottom: 0; left: 30px; margin-bottom: 20px; font-family: "Open Sans", sans-serif; color: #544027; font-size: 0.7em; text-transform: uppercase; } #credits a { color: #544027; } #credits a:hover { color: #d3cfcf; } #instructions { position: absolute; bottom: 60px; left: 30px; font-family: "Open Sans", sans-serif; color: #ffffff; font-size: 0.7em; line-height: 1.3; text-transform: uppercase; letter-spacing: 1px; } </style> </head> <body translate="no"> <canvas class="webgl"></canvas> <div id="instructions">Drag to turn around<br />Scroll to zoom in / out<br />Click on portals to explore</div> <script type="x-shader/x-vertex" id="vertexShader"> precision highp float; varying vec2 vUv; void main() { vUv = uv; vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0); gl_Position = projectionMatrix * modelViewPosition; } </script> <script type="x-shader/x-fragment" id="fragmentShader"> #define PI 3.1415 #define TAU 6.2832 uniform sampler2D map; uniform sampler2D noiseMap; uniform float time; uniform float effectIntensity; uniform float effectMultiplier; varying vec2 vUv; void main() { // center uv vec2 vUv2 = vUv - .5; // get each point angle float angle = atan(vUv2.y, vUv2.x); // get distance to each point float l = length(vUv2); float l2 = pow(l, .5); // create a radial moving noise float u = angle * 2. / TAU + time * .1; float v = fract(l + time * .2); vec4 noise = texture2D( noiseMap, vec2(u, v)); // create waves float noiseDisp = noise.r * noise.g * 4. * effectMultiplier; float radialMask = l; float wavesCount = 5.0; float wavesSpeed = time * 5.; float pnt = sin(2.0 * l * PI * wavesCount + noiseDisp + wavesSpeed) * radialMask; // calculate displacement according to waves float dx = pnt * cos(angle) ; // normalize float dy = pnt * sin(angle); // sample texture and apply wave displacement vec4 color = texture2D( map, vUv + vec2(dx,dy) * l * .3 * effectIntensity * effectMultiplier); // lighten according to waves color *= 1. + pnt * .5 * effectIntensity; // highlights float highlight = smoothstep(.0, .2, dx * dy); color += highlight * effectIntensity; // gradient greyscale at the borders float grey = dot(color.rgb, vec3(0.299, 0.587, 0.114)); color.rgb = mix(color.rgb, .........完整代码请登录后点击上方下载按钮下载查看
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