webgl实现星际迷航飞船陨石太空飞行拖影动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl实现星际迷航飞船陨石太空飞行拖影动画效果代码

代码标签: webgl 星际 迷航 飞船 陨石 太空 飞行 拖影 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>
::-webkit-scrollbar {
  width: 0.625rem;
  height: 0.625rem;
}
::-webkit-scrollbar-thumb {
  background: #111;
  border-radius: 0.3125rem;
  box-shadow: inset 0.125rem 0.125rem 0.125rem rgba(255, 255, 255, 0.25),
    inset -0.125rem -0.125rem 0.125rem rgba(0, 0, 0, 0.25);
  cursor: default;
}
::-webkit-scrollbar-track {
  background: #333;
}
::selection {
  background: #fff;
  color: #333;
}
html,
body {
  height: 100vh;
  height: 100dvh;
  margin: 0;
  overflow: hidden;
}
body {
  display: grid;
  grid-template-rows: calc(100dvh - 4rem) 4rem;
  font-family: system-ui, sans-serif;
}
canvas,
.editor,
#controls {
  grid-row: 1;
  grid-column: 1;
}
canvas {
  width: 100%;
  height: auto;
  object-fit: contain;
  background: black;
  touch-action: none;
}
.editor,
.overlay,
#error {
  background: repeating-linear-gradient(0deg, #000a, #1119, #000a .25rem);
  padding: 1em;
}
.editor {
  color: #fefefe;
  tab-size: 2;
  border: none;
  resize: none;
}
.editor:focus {
  outline: none;
}
#error {
  grid-row: 2;
  grid-column: 1;
  margin: 0;
  padding-block: 0;
  padding-top: .5em;
  color: firebrick;
  overflow: auto;
  text-wrap: pretty;
}
#indicator {
  visibility: hidden;
  position: absolute;
  top: calc(var(--top, 0px) - var(--scroll-top, 0px));
  width: 0;
  height: 0;
  border-top: 10px solid transparent;
  border-bottom: 10px solid transparent;
  border-left: 10px solid firebrick;
  transform: translateY(-25%);
}
.overlay {
  position: absolute;
  top: 0;
  left: 0;
  right: 0;
  margin: 0;
}
.editor,
.overlay {
  font-size: 1rem;
  line-height: 1.2;
  white-space: pre;
}
#controls {
  position: fixed;
  top: 1em;
  right: 2em;
}
.controls {
  position: relative;
  display: flex;
  gap: 1.5em;
  padding: .5em 1.25em;
  background: #1111;
  border-radius: 4px;
}
.controls::before,
.controls::after {
  content: '';
  position: absolute;
  z-index: -1;
  inset: 0;
  transform: scale(.95);
  border-radius: inherit;
  opacity: 0;
}
.controls::before {
  background: #aef;
  animation: pulse 2s infinite;
}
.controls::after {
  background: #fefefe66;
  transition: transform 200ms ease-in-out;
}
.controls:hover::before,
.controls:hover::after {
  opacity: 1;
}
.controls:hover::before {
  transform: scale(.98);
  filter: blur(2px);
}
.controls:hover::after {
  transform: scale(1.025, 1.1);
}
.controls:hover {
  background: #111f;
}
@keyframes pulse {
  0% {
    transform: scale(1);
  }
  50% {
    transform: scale(1.0125);
  }
  100% {
    transform: scale(1);
  }
}
.hidden {
  display: none !important;
}
.opaque {
  opacity: 1 !important;
  background: #111 !important;
}
input {
  all: unset;
  opacity: .2;
  filter: saturate(0) invert(1);
  cursor: pointer;
  transition: opacity 200ms ease-in-out;
  padding: .25em .5em;
}
input:hover {
  opacity: 1;
}
.icon {
  text-align: center;
  line-height: 1;
}
#btnToggleView {
  width: 1.25em;
}
#btnToggleView::after {
  content: '👁';
}
#btnToggleView:checked::after {
  content: '✏️';
}
#btnToggleResolution::after {
  content: '1️⃣';
}
#btnToggleResolution:checked::after {
  content: '2️⃣';
}
#btnReset::after {
  content: '⏮️';
}
</style>


  
  
</head>

<body translate="no">
  <canvas id="canvas"></canvas>
<textarea id="codeEditor" class="editor" spellcheck="false" autocorrect="off" autocapitalize="off" translate="no" oninput="render()"></textarea>
<pre id="error"></pre>
<div id="indicator"></div>
<div id="controls">
  <div class="controls">
    <input id="btnToggleView" class="icon" type="checkbox" name="toggleView" onclick="toggleView()">
    <input id="btnToggleResolution" class="icon" type="checkbox" name="toggleResolution" onchange="toggleResolution()">
    <input id="btnReset" class="icon" type="checkbox" name="reset" onclick="reset()">
  </div>
</div>
<script type="x-shader/x-fragment">#version 300 es

/*********
* made by Matthias Hurrle (@atzedent)
*
*	To explore strange new worlds, to seek out new life
*	and new civilizations, to boldly go where no man has
*	gone before.
*/
precision highp float;
out vec4 O;
uniform vec2 resolution;
uniform float time;
uniform sampler2D pebbles;
#define FC gl_FragCoord.xy
#define T time
#define R resolution
#define MN min(R.x,R.y)
// Returns a pseudo random number for a given point (white noise)
float rnd(vec2 p) {
  p=fract(p*vec2(12.9898,78.233));
  p+=dot(p,p+34.56);
  return fract(p.x*p.y);
}
// Returns a pseudo random number for a given point (value noise)
float noise(in vec2 p) {
  vec2 i=floor(p), f=fract(p), u=f*f*(3.-2.*f);
  float
  a=rnd(i),
  b=rnd(i+vec2(1,0)),
  c=rnd(i+vec2(0,1)),
  d=rnd(i+1.);
  return mix(mix(a,b,u.x),mix(c,d,u.x),u.y);
}
// Returns a pseudo random number for a given point (fractal noise)
float fbm(vec2 p) {
  float t=.0, a=1.; mat2 m=mat2(1.,-.5,.2,1.2);
  for (int i=0; i<5; i++) {
    t+=a*noise(p);
    p*=2.*m;
    a*=.5;
  }
  return t;
}
float clouds(vec2 p) {
	float d=1., t=.0;
	for (float i=.0; i<3.; i++) {
		float a=d*fbm(i*10.+p.x*.2+.2*(1.+i)*p.y+d+i*i+p);
		t=mix(t,d,a);
		d=a;
		p*=2./(i+1.);
	}
	return t;
}
void main(void) {
	vec2 uv=(FC-.5*R)/MN,st=uv*vec2(2,1);
	vec3 col=vec3(0);
	float bg=clouds(vec2(st.x+T*.5,-st.y));
	uv*=1.-.3*(sin(T*.2)*.5+.5);
	for (float i=1.; i<12.; i++) {
		uv+=.1*cos(i*vec2(.1+.01*i, .8)+i*i+T*.5+.1*uv.x);
		vec2 p=uv;
		float d=length(p);
		col+=.00125/d*(cos(sin(i)*vec3(1,2,3))+1.);
		float b=noise(i+p+bg*1.731);
		col+=.002*b/length(max(p,vec2(b*p.x*.02,p.y)));
		col=mix(col,vec3(bg*.25,bg*.137,bg*.05),d);
	}
	O=vec4(col,1);
}</script>
  
      <script >
/*********
 * made by Matthias Hurrle (@atzedent)
 */
let editMode = false // set to false to hide the code editor on load
let resolution = .5 // set 1 for full resolution or to .5 to start with half resolution on load
let renderDelay = 1000 // delay in ms before rendering the shader after a change
let dpr = Math.max(1, resolution * window.devicePixelRatio)
let frm, source, editor, store, renderer, pointers
const shaderId = 'Star Treck'
window.onload = init

function resize() {
  const { innerWidth: width, innerHeight: height } = window

  canvas.width = width * dpr
  canvas.height = height * dpr

  if (renderer) {
    renderer.updateScale(dpr)
  }
}
function toggleView() {
  editor.hidden = btnToggleView.checked
}
function reset() {
  let shader = source
  editor.text = shader ? shader.textContent : renderer.defaultSource
  store.putShaderSource(shaderId, editor.text)
  renderThis()
}
function toggleResolution() {
  resolution = btnToggleResolution.checked ? .5 : 1
  dpr = Math.max(1, resolution * window.devicePixelRatio)
  pointers.updateScale(dpr)
  resize()
}
function loop(now) {
  renderer.updateMouse(pointers.first)
  renderer.updatePointerCount(pointers.count)
  renderer.updatePointerCoords(pointers.coords)
  renderer.updateMove(pointers.move)
  renderer.render(now)
  frm = requestAnimationFrame(loop)
}
function renderThis() {
  editor.clearError()
  store.putShaderSource(shaderId, editor.text)

  const result = renderer.test(editor.text)

  if (result) {
    editor.setError(result)
  } else {
    renderer.updateShader(editor.text)
 .........完整代码请登录后点击上方下载按钮下载查看

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