canvas+webgl实现图片像素扭曲动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas+webgl实现图片像素扭曲动画效果代码,可通过lil-gui来调节参数。
代码标签: canvas webgl 图片 像素 扭曲 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"> <style> html, body { margin: 0; overflow: hidden; } .container { width: 100%; height: 100vh; display: flex; align-items: center; justify-content: center; } canvas { display: block; height: 55%; } .lil-gui { --width: 450px; 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, .8); --widget-color: rgba(255, 255, 255, .3); --focus-color: rgba(255, 255, 255, .4); --hover-color: rgba(255, 255, 255, .5); --font-family: monospace; } </style> </head> <body translate="no"> <input id="image-selector-input" style="visibility:hidden;" type="file"> <div class="container"> <canvas></canvas> </div> <script type="x-shader/x-fragment" id="vertShader"> precision highp float; varying vec2 vUv; attribute vec2 a_position; void main () { vUv = .5 * (a_position + 1.); gl_Position = vec4(a_position, 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShader"> precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D u_input_txr; uniform sampler2D u_image_texture; uniform vec2 u_pointer; uniform vec3 u_dot_color; uniform float u_time; uniform float u_tile_scale; uniform float u_offset; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy)); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m*m; m = m*m; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } void main () { vec2 sampling_uv = vUv; sampling_uv.y = 1. - sampling_uv.y; sampling_uv -= .5; sampling_uv /= u_tile_scale; vec2 fract_uv = fract(sampling_uv); vec2 floor_uv = floor(sampling_uv); fract_uv.x += u_offset * snoise(floor_uv + .001 * u_time); sampling_uv = (floor_uv + fract_uv); sampling_uv *= u_tile_scale; sampling_uv += .5; vec4 img_shifted = texture2D(u_image_texture, sampling_uv); img_shifted.a = step(.1, img_shifted.a); img_shifted.a *= step(0., sampling_uv.x); img_shifted.a *= (1. - step(1., sampling_uv.x)); gl_FragColor = img_shifted; } </script> <script type="module"> import GUI from "//repo.bfw.wiki/bfwrepo/js/lil-gui.esm.js"; const containerEl = document.querySelector(".container")[0]; const canvasEl = document.querySelector("canvas"); const imgInput = document.querySelector("#image-selector-input"); canvasEl.width = 0; const devicePixelRatio = Math.min(window.devicePixelRatio, 2); const params = { tileSize: 33, offset: .5, loadMyImage: () => { imgInput.click(); } }; imgInput.onchange = () => { const [file] = imgInput.files; if (file) { const reader = new FileReader(); reader.onload = e => { loadImage(e.target.result); }; reader.readAsDataURL(file); .........完整代码请登录后点击上方下载按钮下载查看
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