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

代码标签: 火焰 粒子 动画 效果

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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