three+gsap实现放射渐变和镜头故障模拟动画效果代码
代码语言:html
所属分类:动画
代码描述:three+gsap实现放射渐变和镜头故障模拟动画效果代码
代码标签: three gsap 放射 渐变 镜头 故障 模拟 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">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>three.js + Radial Gradient</title>
<style>
body { margin: 0; overflow: hidden; user-select: none;}
canvas { display: block; }
</style>
</head>
<body>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.6.3.js"></script>
<script type="importmap">
{
"imports": {
"three": "//repo.bfw.wiki/bfwrepo/js/module/three/build/164/three.module.js",
"three/addons/": "//repo.bfw.wiki/bfwrepo/js/module/three/examples/164/jsm/"
}
}
</script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/gsap.3.12.2.js"></script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { GlitchPass } from 'three/addons/postprocessing/GlitchPass.js';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = `
varying vec2 vUv;
void main() {
vec2 center = vec2(0.5, 0.5);
float distance = distance(vUv, center);
vec3 color = mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), distance);
gl_FragColor = vec4(color, 1.0);
}
`;
const material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
wireframe: false,
side: THREE.DoubleSide
});
.........完整代码请登录后点击上方下载按钮下载查看
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