webgl+canvas实现彩色噪点运动动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl+canvas实现彩色噪点运动动画效果代码

代码标签: webgl canvas 彩色 噪点 运动 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>
body {
  height: 100vh;
  margin: 0;
}
body, html, #glcanvas {
overflow: hidden
}
canvas {
  display: block;
  width: 100vw;
  height: 100vh;
}
</style>


  
  
</head>

<body translate="no">
  <canvas id="glcanvas"></canvas>
  <script id="vertex-shader" type="x-shader/x-vertex">
    attribute vec2 a_position;
    void main() {
      gl_Position = vec4(a_position, 0.0, 1.0);
    }
  </script>
<script id="fragment-shader" type="x-shader/x-fragment">
#ifdef GL_ES
precision mediump float;
#endif

uniform float u_time;
uniform vec2 u_resolution;

vec3 palette( float t ) {
    vec3 a = vec3(0.5, 0.5, 0.5);
    vec3 b = vec3(0.5, 0.5, 0.5);
    vec3 c = vec3(1.0, 1.0, 1.0);
    vec3 d = vec3(0.25,0.4,0.0);

    return a + b*cos( 6.28318*(c*t+d) );
}
float oscillate(float time, float minVal, float maxVal) {
    float sineWave = sin(time);
    float normalizedSine = (sineWave + 1.0) / 2.0;
    return mix(minVal, maxVal, normalizedSine);
}

vec3 getRayDirection(vec2 uv, vec3 camPos, vec3 lookAt, float fov) {
    vec3 forward = normalize(lookAt - camPos);
    vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), forward));
    vec3 up = cross(forward, right);
    
    vec3 dir = forward + uv.x * right * fov + uv.y * up * fov;
    return normalize(dir);
}
float hash(vec3 p) {
    p = 50.0 * fract(p * 0.3183099 + vec3(0.71, 0.113, 0.5));
    return -1.0 + 2.0 * fract(p.x * p.y * p.z * (p.x + p.y + p.z));
}

float noise(vec3 p) {
    vec3 i = floor(p);
    vec3 f = fract(p);
    float a = hash(i);
    float b = hash(i + vec3(1.0, 0.0, 0.0));
    float c = hash(i + vec3(0.0, 1.0, 0.0));
    float d = hash(i + vec3(1.0, 1.0, 0.0));
    float e = hash(i + vec3(0.0, 0.0, 1.0));
    float f1 = hash(i + vec3(1.0, 0.0, 1.0));
    float g = hash(i + vec3(0.0, 1.0, 1.0));
    float h = hash(i + vec3(1.0, 1.0, 1.0));
    vec3 u = f * f * (3.0 - 2.0 * f);
    return mix(mix(mix(a, b, u.x), mix(c, d, u.x), u.y), mix(mix(e, f1, u.x), mix(g, h, u.x), u.y), u.z);
}

float sdfSphereGrid(vec3 p, float sphereRadius, float spacing) {
    float noisySphere = noise(p/2.0 + u_time/4.0);
    p = mod(p + noisySphere, spacing) - spacing * 0.5;
    float dist = (length(p)) - sphereRadius;
    return dist;
}

float rayMarch(vec3 ro, vec3 rd, float cameraRadius) {
    float t = 0.0;
    float maxDist = 200.0;
    for (int i = 0; i < 200; i++) {
        vec3 p = ro + rd * t;
        float dist = sdfSphereGrid(p, 0.9, 2.9);
        if (length(p - ro) < cameraRadius) {
            t += 0.01;
            continue;
        }
        
        if (dist < 0.0) {
            return t;
        }
        t += max(dist * 0.5, 0.01);
    }
    return maxDist;
}

vec3 calculateCameraPosition(float time) {
    float radius = 10.0;
    float speed = 0.5;

    float xPos = radius * sin(time * speed);
    float yPos = radius * cos(time * speed);
    float zPos = time * 0.5;

    return vec3(xPos, yPos, zPos);
}

vec3 calculateLookAtDirection(float time) {
    float speed = 0.5;
    float xDir = cos(time * speed);
    float yDir = -sin(time * speed);
    float zDir = 1.0;

    return normalize(vec3(xDir, yDir, zDir));
}

void main() {
    vec2 uv = (gl_FragCoord.xy / u_resolution.xy) * 2.0 - 1.0;
    uv.x *= u_resolution.x / u_resolution.y;

    vec3 camPos = calculateCameraPosition(u_time/4.0);
    vec3 lookAt = camPos + calculateLookAtDirection(u_time/4.0);

    vec3 rayDir = getRayDirection(uv, camPos, lookAt, 1.5).........完整代码请登录后点击上方下载按钮下载查看

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