three+lil-gui实现webgl三维柏林噪点动画效果代码
代码语言:html
所属分类:三维
代码描述:three+lil-gui实现webgl三维柏林噪点动画效果代码
代码标签: three lil-gui webgl 三维 柏林 噪点 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> * { margin:0; padding:0; } body,html { height:100%; } canvas { position:fixed; top:0; left:0; width:100%; height:100%; } </style> </head> <body translate="no"> <canvas></canvas> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.160.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.146.js"></script> <script type="module"> import GUI from "//repo.bfw.wiki/bfwrepo/js/lil-gui.esm.js"; /** * Sizes */ const sizes = { width: window.innerWidth, height: window.innerHeight }; /** * Base */ // Debug const gui = new GUI(); // Canvas const canvas = document.querySelector('canvas'); // Scene const scene = new THREE.Scene(); /** * Test mesh */ // Geometry const geometry = new THREE.PlaneGeometry(2, 2, 128, 128); // Material const material = new THREE.ShaderMaterial({ vertexShader: `varying vec2 vUv; uniform float uTime; varying float vTime; uniform float uPNoiseStrength; varying float vPNoiseStrength; uniform float uPNoiseSize; varying float vPNoiseSize; uniform float uPNoiseSpeed; varying float vPNoiseSpeed; void main() { vec4 modelPosition = modelMatrix * vec4(position,1.0); vec4 viewPosition = viewMatrix * modelPosition; vec4 projectPosition = projectionMatrix * viewPosition; gl_Position = projectPosition; vUv = uv; vTime = uTime; vPNoiseStrength = uPNoiseStrength; vPNoiseSize = uPNoiseSize; vPNoiseSpeed = uPNoiseSpeed; }`, fragmentShader: ` varying vec2 vUv; varying float vTime; varying float vPNoiseStrength; varying float vPNoiseSize; varying float vPNoiseSpeed; vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); } // Classic Perlin 2D Noise // by Stefan Gustavson (https://github.com/stegu/webgl-noise) // vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec2 P){ vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation vec4 ix = Pi.xzxz; vec4 iy = Pi.yyww; vec4 fx = Pf.xzxz; vec4 fy = Pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024... vec4 gy = abs(gx) - 0.5; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x,gy.x); vec2 g10 = vec2(gx.y,gy.y); vec2 g01 = vec2(gx.z,gy.z); vec2 g11 = vec2(gx.w,gy.w); vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(g00.........完整代码请登录后点击上方下载按钮下载查看
网友评论0