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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