webgl实现48种canvas炫酷shader可全屏动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl实现48种canvas炫酷shader可全屏动画效果代码,点击可全屏最大化播放动画,基于webgl实现的canvas动画,可作为背景或屏保。

代码标签: webgl canvas 炫酷 shader 全屏 动画

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">
 

 
<meta name="viewport" content="width=device-width, initial-scale=1">
 
 
 
<style>
::-webkit-scrollbar {
 
width: 0.625rem;
 
height: 0.625rem;
}

::-webkit-scrollbar-thumb {
 
background: #111;
 
border-radius: 0.3125rem;
 
box-shadow: inset 0.125rem 0.125rem 0.125rem rgba(255, 255, 255, 0.25),
    inset
-0.125rem -0.125rem 0.125rem rgba(0, 0, 0, 0.25);
}

::-webkit-scrollbar-track {
 
background: #333;
}

body
{
 
margin: 0;
 
display: grid;
 
align-items: center;
 
justify-content: center;
 
background: #000;
 
overflow-x: hidden;
}

canvas
{
 
position: absolute;
 
inset: 0;
 
width: 100vw;
 
height: auto;
 
object-fit: contain;
 
z-index: -1;
}

body
> * {
 
grid-column: 1/-1;
 
grid-row: 1/-1;
}

body:has(.fullscreen) {
 
cursor: zoom-out;
}

#titles {
 
display: flex;
 
flex-wrap: wrap;
 
justify-content: center;
 
gap: 1em;
 
padding: 1em 1em;
}

.card {
 
position: relative;
 
width: 150px;
 
aspect-ratio: 1;
 
border-radius: 1px;
 
box-shadow: 0 0 1px 1px #fff9;
 
font: 16px/1.5 system-ui;
}

.card::before {
 
content: "";
 
position: absolute;
 
inset: 0;
 
border-radius: inherit;
}

.card::after {
 
content: attr(data-title);
 
display: grid;
 
place-content: center;
 
text-align: center;
 
color: #fff;
 
position: absolute;
 
inset: 0;
 
border-radius: inherit;
 
filter: drop-shadow(-1px 0 2px #0008);
 
-webkit-backdrop-filter: blur(4px);
 
backdrop-filter: blur(4px);
 
opacity: 0;
}

.card:hover:not(.fullscreen) {
 
cursor: zoom-in;
}

.card:hover:not(.fullscreen)::after {
 
opacity: 1;
 
transition: opacity 200ms ease-in 200ms;
}

.card.fullscreen {
 
position: absolute;
 
inset: 0;
 
width: 100vw;
 
height: 100lvh;
 
transition: all 200ms ease-out;
}

#titles:has(.fullscreen) .card:not(.fullscreen) {
 
position: absolute;
 
left: -100vw;
}

@media (min-width: 600px) {
 
.card {
   
width: 550px;
   
aspect-ratio: 2;
   
border-radius: 18px;
   
box-shadow: 0 0 10px 0 #fff9;
   
font-size: 2em;
 
}

 
.card.fullscreen {
   
border-radius: unset;
   
box-shadow: unset;
 
}

 
.card:not(.fullscreen)::before {
   
box-shadow: inset 0px 0px 20px 20px #000;
 
}

 
#titles {
   
gap: 3em;
 
}
}
</style>


 
</head>

<body >
 
<canvas id="canvas"></canvas>
<div id="titles"></div>
<script type="x-shader/x-vertex">#version 300 es
 
#ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp
float;
 
#else
  precision mediump
float;
 
#endif

  in vec2 position
;
  out vec2 texcoord
;

 
void main(void) {
    texcoord
= position;
    gl_Position
= vec4(position, 0, 1);
 
}
</script>
<script type="x-shader/x-fragment" data-title="Flythrough">#version 300 es
 
/*********
   * made by Matthias Hurrle (@atzedent)
   */

 
#ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp
float;
 
#else
  precision mediump
float;
 
#endif

  out vec4 fragColor
;
  in vec2 texcoord
;

  uniform vec2 resolution
;
  uniform
float time;

 
#define T time
 
#define S smoothstep

 
void main(void) {
    vec2 uv
= texcoord * (resolution / max(resolution.x, resolution.y)), p = uv;

   
float t = T * .25 - cos(T * .5) * 1.5;
    p
*= mat2(cos(t), -sin(t), sin(t), cos(t));

    vec3 col
= vec3(0);

    p
= normalize(p) * log(length(p) * .8);
    p
= vec2(atan(p.y, p.x), length(p) * .5 + T * .5);

    vec3 z
= vec3(p * .5, 0);
   
float c = sin(t * .2) * .5 + .5, d = .0, k = .5, f = mix(.95, 1., fract(sin(dot(z, z) + T) * 345678.));

   
for(int i = 0; i < 3; i++) {
      z
.z += d * (.85 - c * .35) * f;

      vec3 a
= z / k;
      d
+= mix(abs(.7 * dot(sin(a * 2.), cos((a * 2.).yzx)) * .5), abs(f * k * dot(sin(a), cos(a.yzx))), c);
      k
*= .25;
   
}

    d
= 1. - clamp(d * 1.2, .0, 1.) * 1.2;

    col
+= d * S(2., .0, dot(uv, uv) * 1.2) * vec3(1, 2, 3) * .5;
    col
= max(col, .0);

    fragColor
= vec4(col, 1);
 
}
</script>
<script type="x-shader/x-fragment" data-title="Flower">#version 300 es
 
/*********
   * made by Matthias Hurrle (@atzedent)
   */

 
#ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp
float;
 
#else
  precision mediump
float;
 
#endif

  out vec4 fragColor
;
  in vec2 texcoord
;

  uniform vec2 resolution
;
  uniform
float time;

 
#define T time
 
#define hue(a)(.24 + .4 * cos(10.3 * (a) + vec3(0, 83, 21)))

 
float circle(vec2 p, float s) {
   
return length(p) - s;
 
}

  vec2 toRect
(vec2 p) {
   
return vec2(p.x * cos(p.y), p.x * sin(p.y));
 
}

 
void main(void) {
    vec2 uv
= texcoord * (resolution / max(resolution.x, resolution.y));
   
float t = T * .25 + sin(T * .5) * .2;

    uv
*= mat2(cos(t), -sin(t), sin(t), cos(t));
    uv
*= 1. + (8. * (sin(t) * .5 + .5));

    vec3 c
= hue(log(length(uv) * 3.) - t * 4.);
   
float n = 5.;

    uv
= (fract(uv / n - .5) - .5) * n;
    c
+= hue(log(length(uv) * 3.) - t * 4.);
    uv
= vec2(length(uv) - T, atan(uv.y, uv.x) / 6.2831853 * 36.);
    uv
= mod(uv, 2.) - 1.;

    vec3 col
= vec3(0);

    col
+= step(max(circle(uv, .65), -max(circle(uv, .55), -circle(toRect(uv), .125))), .1);
    col
*= c;

    fragColor
= vec4(col, 1);
 
}
</script>
<script type="x-shader/x-fragment" data-title="Bloom">#version 300 es
 
/*********
   * made by Matthias Hurrle (@atzedent)
   */

 
#ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp
float;
 
#else
  precision mediump
float;
 
#endif

  out vec4 fragColor
;
  in vec2 texcoord
;

  uniform vec2 resolution
;
  uniform
float time;

 
#define T time
 
#define S smoothstep

 
#define PI 3.14159265359
 
#define TAU 6.2831853072

  vec3 palette
(float k) {
    vec3
    a
= vec3(.5),
      b
= vec3(.5),
      c
= vec3(1),
      d
= vec3(.9,.416,.577);

   
return a+b*cos(TAU*(c*k+d));
 
}

  vec3 pattern
(vec2 uv, float t) {
   
float d = 1.;
    vec3 col
= vec3(0);

   
for (float i=.0; i<3.; i++) {
     
float z = i == .0 ? t : .0,
        r
= length(uv), l = log(r),
        a
= atan(uv.x, uv.y);

      bool cw
= sign(t) > .0;

      vec2 p
= vec2(
        a
-l+(cw?z:.0),
        a
+l-(cw?.0:z)
     
)/PI;

      uv
= fract(p*2.)-.5;
      d
*= 1.-pow(r,.7);
      col
+= S(.0,1.,d);

     
float e=exp(-125e-3/distance(p/TAU,.85/uv));
      e
=log(1e-5*e);
      e
*= 1.125;
      e
=pow(sin(e*30.)*2.,2.)*.125;
      e
=abs(e);
      e
=pow(5e-3/e, .25);

      col
-= .7*e * palette(length(uv)+i*.025+t*.25);
   
}

   
return col;
 
}

 
void main(void) {
    vec2 uv
= texcoord * (resolution / max(resolution.x, resolution.y));
    vec3 col
= pattern(uv*.5, T*.25);
 
    fragColor
= vec4(col, 1);
 
}
</script>
<script type="x-shader/x-fragment" data-title="Morning">#version 300 es
  /*********
   * made by Matthias Hurrle (@atzedent)
   */
  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif

  out vec4 fragColor;
  in vec2 texcoord;

  uniform vec2 resolution;
  uniform float time;

  #define T (time)
  #defi.........完整代码请登录后点击上方下载按钮下载查看

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