webgl实现canvas时空穿梭隧道屏保动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl实现canvas时空穿梭隧道屏保动画效果代码

代码标签: webgl canvas 时空 穿梭 隧道 屏保 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">
  

  
  
  

  
  
  
</head>

<body translate="no">
  <script type="x-shader/x-fragment">#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/   
precision highp float;
out vec4 O;
uniform float time;
uniform vec2 resolution;
#define FC gl_FragCoord.xy
#define R resolution
#define T (.5*time)
#define S smoothstep
#define rot(a) mat2(cos(a-vec4(0,11,33,0)))
#define hue(a) (.6+.6*cos(6.3*(a)+vec3(0,83,21)))
void main(void) {
	vec2 uv=(FC-.5*R)/min(R.x,R.y);
  uv*=rot(-.5*T);
  vec2 p=uv;
	vec3 col=vec3(0);
	float
	a=atan(p.x,p.y)/6.28318,
	b=.05/tan(length(p));
	p=vec2(a*9.+b,a-b-T);
	for (float i=.0; i++<3.;) {
		p=fract(p)-.5;
		float
		d=mix(
      length(max(abs(p)-1.,.0))+min(.0,max(abs(p.x)-1.,abs(p.y)-1.)),
      length(p)-1.,
      pow(sin(T)*.5+.5,2.)
     );
		d=sin(d*14.);
		d=abs(d);
		d=pow(.05/d,1.3);
		col+=d*hue(dot(p,uv)+i*.25-T*.25);
    col=sqrt(S(.0, 1.,abs(col)));
	}
  col*=pow(.5/abs(sin((length(uv)+.05)*dot(col,col))),.125);
  col*=S(.0,.225,length(uv));
	O=vec4(col,1);
}</script>
  
      <script id="rendered-js" >
window.onload = init
function init() {
  let renderer, canvas
  const dpr = Math.max(1, devicePixelRatio)
  const resize = () => {
    const { innerWidth: width, innerHeight: height } = window
    canvas.width = width * dpr
    canvas.height = height * dpr
    if (renderer) {
      renderer.updateScale(dpr)
    }
  }
  const source = document.querySelector("script[type='x-shader/x-fragment']").textContent
  canvas = document.createElement("canvas")
  document.title = "😌"
  document.body.innerHTML = ""
  document.body.appendChild(canvas)
  document.body.style = "margin:0;touch-action:none;overflow:hidden"
  canvas.style.width = "100%"
  canvas.style.height = "auto"
  canvas.style.userSelect = "none"
  renderer = new Renderer(canvas, dpr)
  renderer.setup()
  renderer.init()
  resize()
  if (renderer.test(source) === null) {
    renderer.updateShader(source)
  }
  window.onresize = resize
  const loop = (now) => {
    renderer.render(now)
    requestAnimationFrame(loop)
  }
  loop(0)
}
class Renderer {
  #vertexSrc = "#version 300 es\nprecision highp float;\nin vec4 position;\nvoid main(){gl_Position=position;}"
  #fragmtSrc = "#version 300 es\nprecision highp float;\nout vec4 O;\nuniform float time;\nuniform vec2 resolution;\nvoid main() {\n\tvec2 uv=gl_FragCoord.xy/resolution;\n\tO=vec4(uv,sin(time)*.5+.5,1);\n}"
  #vertices = [-1, 1, -1, -1, 1, 1, 1, -1]
  constructor(canvas, scale) {
    this.canvas = canvas
    this.scale = scale
    this.gl = canvas.getContext("webgl2")
    this.gl.viewport(0, 0, canvas.width * scale, canvas.height * scale)
    this.shaderSource = this.#fragmtSrc
    this.mouseCoords = [0, 0]
    this.pointerCoords = [0, 0]
    this.nbrOfPointers = 0
  }
  get defaultSource() { return this.#fragmtSrc }
  updateShader(source) {
    this.reset()
    this.shaderSource = source
    this.setup()
    this.init()
  }
  updateMouse(coords) {
    this.mouseCoords = coords
  }
  updatePointerCoords(coords) {
    this.pointerCoords = co.........完整代码请登录后点击上方下载按钮下载查看

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