threejs打造三维能量球燃烧释放动画效果

代码语言:html

所属分类:三维

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">

<link href="https://fonts.googleapis.com/css?family=Roboto+Mono&display=swap" rel="stylesheet">

<style>
html, body {
  background: black;
  overflow: hidden;
}

.info {
  background-color: rgba(80, 80, 80, 0.2);
  bottom: 0;
  color: white;
  font-family: 'Roboto Mono', sans-serif;
  font-size: .8rem;
  padding: .5rem;
  position: absolute;
}
</style>

</head>
<body translate="no">
<canvas id="canvas"></canvas>
<p class="info">drag / scroll mouse to rotate / zoom</p>
<script src="https://mrdoob.github.com/three.js/examples/js/postprocessing/EffectComposer.js" cross-origin="anonymous"></script>
<script type="x-shader/x-vertex" id="sphere-vert">
	uniform float u_time;

	varying float v_noise;

	void main() {
		vec3 q = vec3(0.);
		v_noise = turbulence(vec4(position, u_time * .5) * .005);

		gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);
	}
</script>
<script type="x-shader/x-fragment" id="sphere-frag">
	#define TAU 6.283185307179586

	uniform float u_time;

	varying float v_noise;

	void main() {
		vec3 color = vec3(0.);

		vec3 q = 1. - vec3(
			.9 * v_noise,
			.4 * v_noise,
			.3 * v_noise
		);

		color = mix(q,
                vec3(.2, .3, .1),
                clamp(pow(v_noise, 2.) * 4., 0., 1.));

		color = mix(color,
                vec3(.512, .461, .999),
                clamp(length(q), 0., 1.));

		color *= (pow(v_noise, 3.) + .6 * pow(v_noise, 2.) + .5 * v_noise);

		gl_FragColor = vec4(color, 1.);
	}
</script>
<script type="x-shader/x-vertex" id="points-vert">
	uniform float u_time;	

	attribute vec3 color;
	attribute vec2 age;

	varying vec3 v_color;
	varying vec2 v_age;

	void main() {
		vec4 mvPosition = modelViewMatrix * vec4(position, 1.);

		vec3 velocity = (normalize(position) + noiseVel(position, u_time, .005, 4.)) * age.s;

		vec4 newPosition = vec4(position, 1.) + vec4(velocity, 0.);
	
		v_color = color;
		v_age = age;
	
		gl_PointSize = 100. * (100. / -mvPosition.z);
		gl_Position = projectionMatrix * modelViewMatrix * newPosition;
	}
</script>
<script type="x-shader/x-fragment" id="points-frag">
	uniform sampler2D u_texture;

	varying vec3 v_color;
	varying vec2 v_age;

	float fadeInOut(float t, float m) {
		float h = .5 * m;

		return abs(mod((t + h), m) - h) / h;
	}	

	void main() {
		float alpha = fadeInOut(v_age.s, v_age.t);

		gl_FragColor = vec4(v_color, alpha) * texture2D(u_texture, gl_PointCoord);
	}
</script>
<script type="x-shader" id="noise-util">
	#define TAU 6.283185307179586
	#define NUM_OCTAVES 6

	float turbulence(vec4 st) {
		float value = 0.;
		float amp = 1.;

		for (int i = 0; i < NUM_OCTAVES; i++) {
			value += amp * abs(cnoise(st));
			st *= 2.;
			amp *= .5;
		}

		return value;
	}

	vec3 noiseVel(vec3 st, float time, fl.........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