webgl实现蚂蚁粘液动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl实现蚂蚁粘液动画效果代码
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
<html lang="en"><head>
<meta charset="UTF-8">
<style>
body {
background: #666;
margin: 0;
overflow: hidden;
}
canvas {
/* height: 100vh;
width: 100vw; */
touch-action: none;
}
.osc {
left: 0px;
position: fixed;
top: 0px;
}
.button {
position: fixed;
z-index: 10;
right: 0;
bottom: 0;
}
.controls {
position: fixed;
z-index: 10;
left: 0;
bottom: 0;
}
.playpause {
background: #AAB;
padding: 10px;
}
.playpause label {
display: block;
box-sizing: border-box;
width: 0;
height: 20px;
cursor: pointer;
border-color: transparent transparent transparent #202020;
transition: 100ms all ease;
will-change: border-width;
border-style: double;
border-width: 0px 0 0px 20px;
}
.playpause input[type='checkbox'] {
visibility: hidden;
}
.playpause.checked label {
border-style: double;
border-width: 0px 0 0px 20px;
}
.playpause label {
border-style: solid;
border-width: 10px 0 10px 20px;
}
/* } */
</style>
</head>
<body >
<script id="vertexShader_particle" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec3 a_colour;
attribute vec2 a_reference;
uniform vec2 u_resolution;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
uniform sampler2D b_blur;
varying vec3 v_colour;
varying float v_fogDepth;
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec2 position = texture2D(b_position, a_reference).xy;
vec2 velocity = texture2D(b_velocity, a_reference).xy;
float size = texture2D(b_blur, position).r;
vec4 pos = vec4(position / u_resolution * 2. - 1., 0., 1.);
gl_Position = pos;
gl_PointSize = 1.;
v_colour = vec3(0);
}
</script>
<script id="vertexShader_buffer" type="x-shader/x-vertex">attribute vec4 a_position;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main() {
gl_Position = a_position;
}
</script>
<script id="fragmentShader_velocity" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
#define PI 3.141592653589793
#define HPI 1.5707963267948966
#define TAU 6.283185307179586
#define G 0.67408
uniform vec2 u_resolution;
uniform vec3 u_mouse;
uniform float u_time;
uniform vec2 u_screen;
uniform sampler2D s_noise;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
uniform sampler2D b_species;
uniform sampler2D b_blur;
/*
1. move speed
2. turn speed
3. sensor angle
4. sensor size
*/
struct Settings {
float moveSpeed;
float turnSpeed;
float sensorAngle;
float sensorOffsetDst;
};
float sense(vec4 creature, Settings settings, float direction) {
float a = creature.z + settings.sensorAngle * direction;
vec2 dir = vec2(cos(a), sin(a));
vec2 pos = creature.xy + dir * settings.sensorOffsetDst;
float p = 0.;
const float s = 2.;
for (float x = -s; x <= s; x ++) {
for (float y = -s; y <= s; y ++) {
vec2 s = (pos + vec2(x, y))/u_screen;
p += texture2D(b_blur, s).x;
}
}
return p;
// return smoothstep(0., 100., sum);
}
float rand(float n){return fract(sin(n) * 43758.5453123);}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec2 position = texture2D(b_position, uv).xy;
vec4 velocity = texture2D(b_velocity, uv);
vec4 settingsA = texture2D(b_species, uv);
Settings settings = Settings(settingsA.x, settingsA.y, settingsA.z, settingsA.w);
vec4 creature = vec4(position.xy, velocity.zw);
vec3 w = vec3(
sense(creature, settings, 0.), // forward
sense(creature, settings, -1.), // left
sense(creature, settings, 1.) // right
);
float r = abs(rand(length(creature.xy)))*.05;
r = rand(creature.xy+u_time);
float turnSpeed = settings.turnSpeed * 2. * 3.1415;
if(w.x > w.y && w.x > w.z) { }
else if(w.x < w.y && w.x < w.z) {
creature.z += (r-.5) * 2. * turnSpeed;
}
else if(w.z > w.y) {
creature.z -= r * turnSpeed;
}
else if(w.z < w.y) {
creature.z += r * turnSpeed;
}
velocity.zw = creature.zw;
velocity.xy = vec2( cos(creature.z) * settings.moveSpeed, sin(creature.z) * settings.moveSpeed );
if(u_mouse.z == 1.) {
vec2 m = position - u_mouse.xy;
float d = dot((position), (u_mouse.xy));
float a = atan(m.y, m.x);
velocity.z = mix(velocity.z, a, smoothstep(200., 100., length(m)));
float l = 1. / length(m*.001);
velocity.xy += vec2( cos(a)*l, sin(a)*l ) * smoothstep(100., 10., length(m));
}
// if(position.x > u_screen.x) velocity.z = rand(agent.xy+u_time) * 2. * 3.14159;
// else if(position.x < 0.) velocity.z += rand(agent.xy+u_time) * 2. * 3.14159;
// if(position.y > u_screen.y) velocity.z += rand(agent.xy+u_time) * 2. * 3.14159;
// else if(position.y < 0.) velocity.z += rand(agent.xy+u_time) * 2. * 3.14159;
gl_FragColor = veloc.........完整代码请登录后点击上方下载按钮下载查看
















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