three实现鲁伊-洛佩兹催眠动画效果代码
代码语言:html
所属分类:动画
代码描述:three实现鲁伊-洛佩兹催眠动画效果代码
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>
*{ margin: 0px;}
</style>
</head>
<body translate="no">
<div id="shader"></div>
<script id="vertex" type="x-shader/x-vertex">
varying vec2 vUv;
void main() { gl_Position = vec4(position, 1.0);
vUv = uv;
}
</script>
<script id="fragment" type="x-shader/x-fragment">
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 vUv;
const float PI = 3.1415926535897932384626433832795;
const float TAU = PI * 2.;
float wiggly(float cx, float cy, float amplitude, float frequency, float spread){
float w = sin(cx * amplitude * frequency * PI) * cos(cy * amplitude * frequency * PI) * spread;
return w;
}
void coswarp(inout vec3 trip, float warpsScale ){
trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25));
trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25));
trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25));
}
void uvRipple(inout vec2 uv, float intensity){
vec2 p = uv -.5;
float cLength=length(p);
uv= uv +(p/cLength)*cos(cLength*15.0-u_time*.5)*intensity;
}
float smoothMod(float x, float y, float e){
float top = cos(PI * (x/y)) * sin(PI * (x/y));
float bot = pow(sin(PI * (x/y)),2.);
float at = atan(top/bot);
return y * (1./2.) - (1./PI) * at ;
}
vec2 modPolar(vec2 p, float repetitions) {
float angle = 2.*3.14/repetitions;
float a = atan(p.y, p.x) + angle/2.;
float r = length(p);
//float c = floor(a/angle);
a = smoothMod(a,angle,033323231231561.9) - angle/2.;
//a = mix(a,)
vec2 p2 = vec2(cos(a), sin(a))*r;
return p2;
}
float stroke(float x, float s, float w){
float d = step(s, x+ w * .5) - step(s, x - w * .5);
return clamp(d, 0., 1.);
}
// Classic Perlin 2D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x)
{
return mod(((x*34.0)+1.0)*x, 289.0);
}
vec2 fade(vec2 t).........完整代码请登录后点击上方下载按钮下载查看
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