webgl实现月球视角看宇宙效果代码
代码语言:html
所属分类:其他
代码描述:webgl实现月球视角看宇宙效果代码
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) */ precision highp float; out vec4 O; uniform float time; uniform vec2 resolution; #define FC gl_FragCoord.xy #define R resolution #define T (time+360.) #define N normalize #define S smoothstep #define SE(v,s,k) S(s+k/MN,s-k/MN,v) #define MN min(R.x,R.y) #define hue(a) (.24+.4*cos(6.3*(a)+vec3(0,83,21))) #define rot(a) mat2(cos((a)-vec4(0,11,33,0))) #define MAXD 100. #define ALPHA -.42 float rnd(vec2 p) { p=fract(p*vec2(12.9898,78.233)); p+=dot(p,p+34.56); return fract(p.x*p.y); } float noise(vec2 p) { vec2 i=floor(p), f=fract(p), u=f*f*(3.-2.*f), k=vec2(1,0); float a=rnd(i), b=rnd(i+k), c=rnd(i+k.yx), d=rnd(i+1.); return mix(mix(a,b,u.x),mix(c,d,u.x),u.y); } float fbm(vec2 p) { float t=.0, a=1., h=.0; for (float i=.0; i<5.; i++) { t+=a*noise(p); p*=2.; a*=.5; h+=a; } return t/h; } vec3 sky(vec2 p, bool anim) { p*=rot(ALPHA); p.x-=.17-(anim?2e-4*T:.0); p*=500.; vec2 id=floor(p), gv=fract(p)-.5; float n=rnd(id), d=length(gv); if (n<.95) return vec3(0); return vec3(S(3e-2*n,1e-3*n,d*d)); } float glow=.0; float map(vec3 p) { float obj=length(p+vec3(0,-2,1))-1.; glow+=.0125/(.025+obj*obj*obj*80.); if (p.y>.0) return obj; vec2 st=vec2(p.x,p.z-T*.05); float f1=fbm(st*.5), n1=fbm(st+f1), n2=f1, n=abs(n1-n2); n=S(-.2,2.,(n-.1)); n*=n; return p.y+(1.-mix(.0,.1*n,S(30.,.0,length(p.xz)))); } vec3 norm(vec3 p) { float h=1e-3; vec2 k=vec2(-1,1); return N( k.xyy*map(p+k.xyy*h)+ k.yxy*map(p+k.yxy*h)+ k.yyx*map(p+k.yyx*h)+ k.xxx*map(p+k.xxx*h) ); } float march(inout vec3 p, vec3 rd) { float dd=.0; for (float i=.0; i<400.; i++) { float d=map(p); if (abs(d)<1e-3 || dd>MAXD) break; p+=rd*d; dd+=d; } return dd; } vec3 render(inout vec3 p, vec3 rd) { vec3 col=vec3(0); float d=march(p,rd); if (d<MAXD) { vec3 n=norm(p), lp=vec3(23,5,20), l=N(lp-p); float dif=clamp(dot(l,n),.0,1.); col+=dif; if (p.y>.9) { vec3 q=(p); q.xy*=rot(.42); vec2 sn=vec2(atan(q.x+2.7,q.z)*6./6.28318,q.y); col+=hue(vec3(0,1.25,.2)*fbm(sn+noise(6.*sn+vec2(T*.04,0)))); col+=pow(clamp(dot(reflect(rd,n),l),.0,1.),2.); col=.08+tanh(col)*pow(clamp(1.-dot(rd,n),.0,1.),5.); col*=col; } else { float ldst = max(length(lp-p), 1e-3), fade=1./(1.+ldst*.125+ldst*ldst*.05); col*=hue(.1); col+=d*hue(.5+clamp(length(p.xz*.01),.0,.2))*fade; } col=mix(vec3(1),col,exp(-125e-7*d*d*d)); } else { vec2 sn=.5+vec2(atan(rd.x,rd.z),atan(length(rd.xz),rd.y))/6.28318; col=vec3(sky(sn,true)+sky(sn*2.,true)+sky(sn*4.,false)+sky(sn*8.,false)); } col=mix(col,mix(vec3(1),vec3(.3,.6,.9),S(-.2,.0,p.y+.86)),S(.08,.03,abs(p.y+.92))); col=mix(col,vec3(.1,.2,.3),S(.2,.0,abs(p.y+.799))); return col; } float rnd(float a) { vec2 p=fract(a*vec2(12.9898,78.233)); p+=dot(p,p+34.56); return fract(p.x*p.y); } float curve(float t, float e) { t/=e; return mix( rnd(floor(t)), rnd(floor(t)+1.), pow(S(.0,1.,fract(t)),10.) ); } float logo(vec2 p, float k) { p*=k; p*=rot(-1.57+3.1415*curve(T,.4)); vec2 q=p; q.x=abs(abs(q.x)-.2); q.y+=q.x-.2; float d=.0; d+=SE(length(q),.1,k); d=max(d,SE(abs(length(p)-.225)-.025,.0,k)); return d; } float placeLogo() { vec2 p=FC/R; p*=vec2(R.x/R.y,1); p-=vec2(R.x/R.y,0); p+=vec2(.075,-.05); return logo(p,24.); } void main() { vec2 uv=(FC-.5*R)/MN; uv*=rot(ALPHA); vec3 col=vec3(0), p=vec3(0,-.2,-10), rd=N(vec3(uv,1.7)); col+=render(p,rd); col=pow(col,vec3(.4545)); col=tanh(col*col); col+=.15*pow(glow,.15)*vec3(.8,.95,1); col=clamp(col+.1*placeLogo(),.08,1.); 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 .........完整代码请登录后点击上方下载按钮下载查看
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