webgl+canvas实现动态科技背景文字放大动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl+canvas实现动态科技背景文字放大动画效果代码,有点像一个视频或ppt展示。

代码标签: webgl canvas 动态 科技 背景 文字 放大 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>
@import url("https://fonts.googleapis.com/css2?family=Orbitron:wght@900&display=swap");

body {
  margin: 0;
  display: grid;
  align-items: center;
  justify-content: center;
  overflow: hidden;
}

canvas {
  width: 100%;
  height: auto;
  object-fit: contain;
}

body > * {
  grid-column: 1/-1;
  grid-row: 1/-1;
}

div {
  display: grid;
  place-content: center;
  height: 100dvh;
  overflow: hidden;
}

div > * {
  grid-row: 1/-1;
  grid-column: 1/-1;
  display: block;
  text-align: center;
  font: 900 10vmin/1.2 "Orbitron", system-ui;
  color: white;
  letter-spacing: 5;
  text-transform: uppercase;
  translate: 0;
  scale: 1;
  opacity: 0;
  animation: grow 4s cubic-bezier(1, 0, .8, 1);
  animation-delay: 500ms;
}

span.zoom {
  font-size: 100vmin;
}

span.slide {
  position: relative;
  isolation: isolate;
  animation: glow 3.5s linear;
  animation-delay: 250ms;
}

span.slide::after {
  content: attr(data-text);
  position: absolute;
  inset: 0;
  -webkit-text-stroke: 0.2em #000;
  z-index: -1;
}

span.paper {
  --color: #000;
  --tr-start: 0 800px;
  color: var(--color);
  translate: 0;
  scale: 2;
  opacity: 0;
  filter: drop-shadow(2px 2px 2px var(--color)) invert(0.2);
  animation: appear 1.5s cubic-bezier(0.9, 0, 0.77, 1.18);
  animation-delay: 300ms;
}

span.paper:nth-of-type(even) {
  --tr-start: -1400px 0;
  --color: #f33;
}

@keyframes appear {
  0% {
    translate: var(--tr-start);
    opacity: 0;
  }

  5% {
    opacity: 0;
  }

  15% {
    opacity: 1;
  }

  20% {
    translate: 0;
    opacity: 1;
  }

  50% {
    opacity: 1;
  }

  80% {
    translate: 0;
    opacity: 0.1;
  }

  85% {
    translate: 400px 0;
  }

  90% {
    opacity: 0;
  }

  95% {
    translate: 400px 0;
    opacity: 0;
  }

  100% {
    translate: 400px 0;
  }
}

@keyframes glow {
  0% {
    scale: 0.125;
    translate: 800px 0;
    opacity: 0;
  }

  5% {
    opacity: 1;
  }

  10% {
    translate: 0;
    opacity: 1;
  }

  95% {
    scale: 4;
    opacity: 0;
  }

  100% {
    scale: 4;
    opacity: 0;
  }
}

@keyframes grow {
  0% {
    scale: .0125;
    opacity: 0;
  }

  36% {
    opacity: 1;
  }

  95% {
    opacity: 0;
  }

  100% {
    scale: 3;
    opacity: 0;
    letter-spacing: 2em;
  }
}
</style>


  
</head>

<body translate="no">
  <canvas id="canvas"></canvas>
<div id="titles"></div>
<script type="x-shader/x-vertex">#version 300 es
  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif

  in vec2 position;

  void main(void) {
    gl_Position = vec4(position, 0, 1);
  }
</script>
<script type="x-shader/x-fragment">#version 300 es
  /*********
  * made by Matthias Hurrle (@atzedent)
  */

  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif

  out vec4 fragColor;

  uniform vec2 resolution;
  uniform float time;
  uniform float fade;

  #define T time
  #define S smoothstep

  #define TAU 6.2831853

  float rnd(vec2 p) {
    return fract(sin(dot(p, p.yx + vec2(1234, 2345))) * 345678.);
  }

  vec3 grid(vec2 uv) {
    vec3 col = vec3(0);

    float n = 1.2;
    vec2 g = abs(mod(uv, n) - .5 * n);

    col = mix(vec3(1), vec3(0), S(.08, .0, min(g.x, g.y)));
    col = min(col, mix(vec3(1), vec3(0), .125));

    return col;
  }

  void main(void) {
    vec2 uv = (
      gl_FragCoord.xy - .5 * resolution
    ) / min(resolution.x, resolution.y);
    uv *= 48.7;
    vec3 col = grid(uv);

    float
    d = length(vec2(log(length(uv)) - T * .5, atan(abs(uv.y), abs(uv.y)) / TAU));
    d = sin(d * dot(col, col)) - .05;
    d = abs(d);
    d = pow(.3 / d, .75);

    d = max(.0, d * mix(.75, 1., rnd(uv)));

    col *= mix(d, 1., 1. - min(1., S(.7, .8, T * .4)));

    col = mix(col, vec3(.01, .05, .052), .75);
    col = mix(col, vec3(1), S(.9, 1., fade * fade));
    col = mix(col, vec3(0), 1. - min(1., S(.5, .8, T * .4)));

    fragColor = vec4(col, 1);
  }
</script>
<script type="x-shader/x-fragment">#version 300 es
  /*********
  * made by Matthias Hurrle (@atzedent)
  */

  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif

  out vec4 fragColor;

  uniform vec2 resolution;
  uniform float time;
  uniform float fade;

  #define T time
  #define S smoothstep

  float rnd(vec2 p) {
    return fract(sin(dot(p, p.yx + vec2(1234, 2345))) * 345678.);
  }

  vec3 hue(float a) {
    return vec3(0) + step(a, .5);
  }

  vec3 grid(vec2 uv) {
    vec3 col = vec3(0);

    uv *= 98.7;

    float n = 1.2;
    vec2 g = abs(mod(uv, n) - .5 * n),
    id = floor(uv / n + .5);

    col = mix(vec3(1), vec3(0), S(.08, .0, min(g.x, g.y)));
    col = min(
      col,
      mix(
        vec3(1),
        hue(
          rnd(
            vec2(
              log(length(id * 100.)) - floor(10. * fract(T * 2.5)),
              atan(id.y, id.x)
            )
          )
        ),
        .65
      )
    );

    return col * mix(.5, 1., rnd(id));
  }

  void main(void) {
    vec2 uv = (
      gl_FragCoord.xy - .5 * resolution
    ) / min(resolution.x, resolution.y);
    vec3 col = grid(uv);

    col = mix(col, vec3(.01, .05, .052) * 4., .125);
    col = mix(col, vec3(1), S(.9, 1., fade * fade));
    col = mix(col, vec3(1), 1. - min(1., S(.0, 1., T * .8)));
.........完整代码请登录后点击上方下载按钮下载查看

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