webgl+canvas实现照片水纹扭曲动画代码
代码语言:html
所属分类:动画
代码描述:webgl+canvas实现照片水纹扭曲动画代码
代码标签: webgl canvas 照片 水纹 扭曲 动画 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, html { margin: 0; padding: 0; } canvas { position: fixed; top: 0; left: 0; width: 100%; } .lil-gui { --width: 400px; --widget-height: 20px; font-size: 15px; --input-font-size: 15px; --padding: 10px; --spacing: 10px; --slider-knob-width: 5px; --background-color: rgba(5, 0, 15, .9); --widget-color: rgba(255, 255, 255, .3); --focus-color: rgba(255, 255, 255, .4); --hover-color: rgba(255, 255, 255, .5); --font-family: monospace; z-index: 1; } </style> </head> <body translate="no"> <input id="image-selector-input" style="visibility:hidden;" type="file"> <canvas></canvas> <script type="x-shader/x-fragment" id="vertShader"> precision mediump float; varying vec2 vUv; attribute vec2 a_position; void main() { vUv = .5 * (a_position + 1.); gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script type="x-shader/x-fragment" id="fragShader"> precision mediump float; varying vec2 vUv; uniform sampler2D u_image_texture; uniform float u_time; uniform float u_ratio; uniform float u_img_ratio; uniform float u_blueish; uniform float u_scale; uniform float u_illumination; uniform float u_surface_distortion; uniform float u_water_distortion; #define TWO_PI 6.28318530718 #define PI 3.14159265358979323846 vec3 mod289(vec3 x) { return x - floor(x * (1. / 289.)) * 289.; } vec2 mod289(vec2 x) { return x - floor(x * (1. / 289.)) * 289.; } vec3 permute(vec3 x) { return mod289(((x*34.)+1.)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy)); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1., 0.) : vec2(0., 1.); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); vec3 p = permute(permute(i.y + vec3(0., i1.y, 1.)) + i.x + vec3(0., i1.x, 1.)); vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.); m = m*m; m = m*m; vec3 x = 2. * fract(p * C.www) - 1.; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130. * dot(m, g); } mat2 rotate2D(float r) { return mat2(cos(r), sin(r), -sin(r), cos(r)); } float surface_noise(vec2 uv, float t, float scale) { vec2 n = vec2(.1); vec2 N = vec2(.1); mat2 m = rotate2D(.5); for (int j = 0; j < 10; j++) { uv *= m; n *= m; vec2 q = uv * scale + float(j) + n + (.5 + .5 * float(j)) * (mod(float(j), 2.) - 1.) * t; n += sin(q); N += cos(q) / scale; scale *= 1.2; } return (N.x + N.y + .1); } void main() { vec2 uv = vUv; uv.y = 1. - uv.y; uv.x *= u_ratio; float t = .002 * u_time; vec3 color = vec3(0.); float opacity = 0.; float outer_noise = snoise((.3 + .1 * sin(t)) * uv + vec2(0., .2 * t)); vec2 surface_noise_uv = 2. * uv + (outer_noise * .2); float surface_noise = surface_noise(surface_noise_uv, t, u_scale); surface_noise *= pow(uv.y, .3); surface_noise = pow(surface_noise, 2.); vec2 img_uv = vUv; img_uv -= .5; if (u_ratio > u_img_ratio) { img_uv.x = img_uv.x * u_ratio / u_img_ratio; } else { img_uv.y = img_uv.y * u_img_ratio / u_ratio; } float scale_factor = 1.7; img_uv *= scale_factor; img_uv += .5; img_uv.y = 1. - img_uv.y; img_uv += (u_water_distortion * outer_noise); img_uv += (u_surface_distortion * surface_noise); vec4 img = texture2D(u_image_texture, img_uv); img *= (1. + u_illumination * surface_noise); color += img.rgb; color += u_illumination * vec3(1. - u_blueish, 1., 1.) * surface_noise; opacity += img.a; float edge_width = .02; float edge_alpha = smoothstep(0., edge_width, img_uv.x) * smoothstep(1., 1. - edge_width, img_uv.x); edge_alpha *= smoothstep(0., edge_width, img_uv.y) * smoothstep(1., 1. - edge_width, img_uv.y); color *= edge_alpha; opacity *= edge_alpha; gl_FragColor = vec4(color, opacity); } </script> <script type="module"> import GUI from "//repo.bfw.wiki/bfwrepo/js/lil-gui.esm.js"; const canvasEl = document.querySelector("canvas"); const imgInput = document.querySelector("#image-selector-input"); const devicePixelRatio = Math.min(window.devicePixelRatio, 2); const params = { blueish: .6, scale: 7, illumination: .15, surfaceDistortio.........完整代码请登录后点击上方下载按钮下载查看
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