webgl实现图片玻璃破碎效果代码

代码语言:html

所属分类:其他

代码描述:webgl实现图片玻璃破碎效果代码,可通过右上角面板调节参数。

代码标签: webgl 图片 玻璃 破碎

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, html {
    margin: 0;
    padding: 0;
}

canvas {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
}

.tip {
    position: fixed;
    top: 90%;
    left: 50%;
    transform: translate(-50%, -50%);
    font-family: monospace;
    user-select: none;
    pointer-events: none;
    background-color: cornsilk;
    color: red;
}

.lil-gui {
    --width: 400px;
    --widget-height: 20px;
    font-size: 15px;
    --input-font-size: 15px;
    --padding: 10px;
    --spacing: 10px;
    --slider-knob-width: 5px;
    --background-color: rgba(5, 0, 15, .9);
    --widget-color: rgba(255, 255, 255, .3);
    --focus-color: rgba(255, 255, 255, .4);
    --hover-color: rgba(255, 255, 255, .5);
    --font-family: monospace;
    z-index: 1;
}
</style>


  
  
</head>

<body translate="no">
  <input id="image-selector-input" style="visibility:hidden;" type="file">

<canvas></canvas>

<div class="tip">
    click to break, space to toggle
</div>


<script type="x-shader/x-fragment" id="vertShader">
    precision mediump float;

    varying vec2 vUv;
    attribute vec2 a_position;

    void main() {
        vUv = .5 * (a_position + 1.);
        gl_Position = vec4(a_position, 0.0, 1.0);
    }
</script>

<script type="x-shader/x-fragment" id="fragShader">
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D u_image_texture;
    uniform float u_edge_thickness;
    uniform float u_ratio;
    uniform vec2 u_pointer_position;
    uniform float u_img_ratio;
    uniform float u_click_randomizer;
    uniform float u_rotation;
    uniform float u_effect;
    uniform float u_effect_active;

    #define TWO_PI 6.28318530718
    #define PI 3.14159265358979323846


    float random(float x) {
        return fract(sin(x * 12.9898) * 43758.5453);
    }

    float random2(vec2 p) {
        return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5453);
    }

    float noise(vec2 p) {
        vec2 ip = floor(p);
        vec2 u = fract(p);
        u = u*u*(3.0-2.0*u);

        float res = mix(
        mix(random2(ip), random2(ip+vec2(1.0, 0.0)), u.x),
        mix(random2(ip+vec2(0.0, 1.0)), random2(ip+vec2(1.0, 1.0)), u.x), u.y);
        return res*res;
    }

    float get_sector_shape(float d, float a, float angle, float edges) {
        float angle1 = PI;.........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