webgl实现燃烧的火焰粒子动画效果代码
代码语言:html
所属分类:粒子
代码描述:webgl实现燃烧的火焰粒子动画效果代码
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>
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">
precision highp float;
attribute vec4 a_position;
attribute vec3 a_colour;
attribute vec2 a_reference;
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
varying vec2 v_reference;
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() {
vec3 positionD = texture2D(b_position, a_reference).xyz;
vec2 position = positionD.xy;
vec2 velocity = texture2D(b_velocity, a_reference).xy;
vec4 pos = vec4(position / u_resolution * 2. - 1., 0., 1.);
float r = positionD.z;
gl_Position = pos;
gl_PointSize = (50. * pow(.2, r)) * sin((u_time + r*.2) * 20. + r* 10.);
v_colour = hsv2rgb(vec3(1.05+rand(a_reference)*r*.1,min(length(velocity), 1.)*.3+.5,r));
v_reference = a_reference;
}
</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_screen;
uniform vec2 u_resolution;
uniform vec4 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
varying vec2 v_reference;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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);
}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec3 positionD = texture2D(b_position, uv).xyz;
vec2 position = positionD.xy;
vec2 velocity = texture2D(b_velocity, uv).xy;
vec2 m = (position - u_mouse.xy);
float r = positionD.z;
float n = snoise(vec3(position*.001, u_time * 2.));
float a = n * (3.14159 * 2.) + rand(uv)*2.;
float c = cos(a);
float s = sin(a);
velocity = velocity * .99 + vec2(c, s) * (.005 + r * .005);
// if(length(velocity) > 10.) velocity = normalize(velocity)*10.;
if(u_mouse.z == 1.) {
float a = atan(m.y, m.x);
float m = smoothstep(400., 0., length(m));
float l = pow(m, 20.) * (1.+r-n) * .3;
float c = cos(a);
float s = sin(a);
velocity += vec2(c*l, s*l);
}
vec2 pos = position+velocity*.99+vec2(0.,1.*r);
if(pos.x < -20. || pos.x > u_screen.x + 20.) velocity.xy *= .1;
if(pos.y < -20. || pos.y > u_screen.y + 20.) velocity.xy *= .1;
gl_FragColor = vec4(velocity, 0., 1.0);
}
</script>
<script id="fragmentShader_position" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
uniform vec2 u_screen;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
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;
vec3 positionD = texture2D(b_position, uv).xyz;
vec2 position = positionD.xy;
vec2 velocity = texture2D(b_velocity, uv).xy;
float r = 1.-positionD.z;
vec2 pos = position+velocity*.99+vec2(0.,.1+.4*r);
if(pos.x > u_screen.x + 20.) pos.x = -10.;
else if(pos.x < -20.) pos.x = u_screen.x + 10.;
if(pos.y > u_screen.y + 20.) {
float r = rand(uv+u_time);
pos.y = -10.;
pos.x = r*u_screen.x;
}
else if(pos.y < -20.) pos.y = u_screen.y + 10.;
gl_FragColor = vec4(pos, positionD.z, 1.0);
}
</script>
<script id="fragmentShader_particle" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
uniform sampler2D b_prime;
uniform sampler2D b_position;
varying vec3 v_colour;
varying float v_fogDepth;
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
void main() {
vec2 uv = gl_PointCoord.xy - .5;
vec2 s = gl_FragCoord.xy / u_resolution.xy;
float l = length(uv);
float c = smoothstep(.5, 0., l) * .5;
float opacity = c + smoothstep(.1, 0.09, l);
gl_FragColor = vec4(v_colour, opacity);
}
</script>
<script type="module" >
function _definePropert.........完整代码请登录后点击上方下载按钮下载查看
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