three实现光环光芒变动音乐可视化效果代码

代码语言:html

所属分类:动画

代码描述:three实现光环光芒变动音乐可视化效果代码

代码标签: thre 光环 光芒 变动 音乐 可视化

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: 0;
    padding: 0;
  }
  
  html {
    height: 100%;
    background-color: #FFF; 
  }
  
  body {  
    margin: 0;
    height: 100%;
    font-family: 'Noto Sans JP', sans-serif;
    height: 10000px;
  }

  #myCanvas {
    overflow: hidden;
    top: 0;
    left: 0;
    width: 100%;
    height: 100%;  
  }
  #myCanvas canvas {  
    display: block;
    width: 100%;
    height: 100%;
  }

  #overlay {
    position: absolute;
    z-index: 1;
    top: 0;
    left: 0;
    width: 100%;
    height:100%;
    display: none;
    align-items: center;
    justify-content: center;
    opacity: 1;
    background-color: #000000;
    color: #ffffff;
  }

  p{
    color: #ffffff;
  }

  .link{
    color: #000;
    background: #FFF;
    mix-blend-mode: exclusion;
  font-size: 12px;
  position: absolute;
  left: 10px;
  bottom: 10px;
  }

  .link a{
    text-decoration: underline;
    font-size: 10px;
      color: #000;

  }
</style>


<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.88.js"></script>

</head>

<body  >

  <div id="overlay">
    <p>Play</p>
  </div>

  
  <div id="myCanvas"></div>



  <script id="fragmentShader" type="x-shader/x-fragment">
    varying vec2 vUv;
    uniform vec2 u_resolution;
    uniform float u_time;
    uniform vec2 u_mouse;
    uniform float u_radius;
    uniform float u_scrollY;

    uniform float u_volume;

    uniform sampler2D uTex;

    float random (in float x) {
      return fract(sin(x)*1e4);
    }
    float random (vec2 st) {
      return fract(sin(dot(st.xy,
                            vec2(12.9898,78.233)))*
          43758.5453123);
    }
    

    void main() {

      //https://qiita.com/watabo_shi/items/2fc671f2147e799787f9
      /************************/
      vec2 imageResolution = vec2(1024.0, 1024.0);


      /************************/
      vec2 ratio = vec2(
        min((u_resolution.x / u_resolution.y) / (imageResolution.x / imageResolution.y), 1.0),
        min((u_resolution.y / u_resolution.x) / (imageResolution.y / imageResolution.x), 1.0)
      );
      vec2 uv = vec2(
          vUv.x * ratio.x + (1.0 - ratio.x) * 0.5,
          vUv.y * ratio.y + (1.0 - ratio.y) * 0.5
      );

      float d = dot(uv,uv);
      float a = atan(uv.y,uv.x);

      float aspect = u_resolution.x / u_resolution.y;

      vec2 center = vec2( u_mouse.x, u_mouse.y );
      float radius = u_volume+(center.x+center.y)*0.001;
      float r =  u_volume+(center.x+center.y)*(0.5+u_volume);
      float lightness = radius / length( uv - center );
      vec3 light = vec3(0.0);
      for(int j = 0; j < 3; j++){
        for(int i=0; i < 5; i+.........完整代码请登录后点击上方下载按钮下载查看

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