gsap+webgl实现鼠标交互早餐煎鸡蛋液态融合动画效果代码
代码语言:html
所属分类:动画
代码描述:gsap+webgl实现鼠标交互早餐煎鸡蛋液态融合动画效果代码
代码标签: gsap webgl 鼠标 交互 早餐 煎 鸡蛋 液态 融合 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"> <style> body, html { margin: 0; padding: 0; background-color: #bfd1e5; font-family: "Georgia", serif; } canvas#eggs { position: fixed; top: 0; left: 0; display: block; width: 100%; pointer-events: none; } .page-title { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); user-select: none; pointer-events: none; width: 95%; max-width: 700px; opacity: .7; } .page-title > * { font-size: 6vh; padding: 0; margin: 0; } .page-title h1 { font-size: 14vh; } .page-title .sub-title { font-size: 4vh; font-style: italic; } </style> </head> <body translate="no"> <div class="page-title"> <h1>Breakfast</h1> <p>/ˈbrɛkfəst/</p> <p class="sub-title">noun</p> <p>a meal eaten in the morning, the first of the day.</p> </div> <canvas id="eggs"></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 float u_time; uniform float u_ratio; uniform float u_resolution_scale; uniform sampler2D u_click_data_texture; #define TWO_PI 6.28318530718 float rand(float n){ return fract(sin(n) * 43758.5453123); } 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); } vec2 hash(vec2 p) { p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3))); return fract(sin(p)*18.5453); } vec2 rotateUV(vec2 uv, float angle) { float s = sin(angle), c = cos(angle); return mat2(c, -s, s, c) * uv; } float get_cell_sectors(float angle, vec2 radomizer, float t) { float sectors = .5 * (1. + sin((2. + floor(radomizer.y * 2.)) * angle)); sectors *= (.7 + .5 * sin(angle - 2. * t + radomizer.x)); sectors *= (.5 + .5 * cos(angle + t)); return sectors; } float get_area_around_yellow(float old_area_around_yellow, float dist, float angle, float sectors) { float area_around_yellow = max(old_area_around_yellow, .3 * dist * (1. + sin(angle - .6))); area_around_yellow += .1 * smoothstep(.0, .3, dist * (1. + 10. * sectors)); return area_around_yellow; } float get_yellow(float dist, float radomizer) { return (.8 + .6 * radomizer) * dist; } float get_yellow_hit_area(float old_yellow_hit_area, float dist, float scale) { float yellow_hit_area = max(old_yellow_hit_area, dist); yellow_hit_area -= .12 * scale * dist; return yellow_hit_area; } float get_yellow_light(float dist, float angle, float radius, float radomizer) { float side_arc_light = dist; side_arc_light *= (.5 * (1. + sin(angle - .6))); side_arc_light *= (1. - smoothstep(.999, 1., radius)); return radomizer * side_arc_light; } float get_blick(float old_yellow_blick, float dist, float angle, float radius) { float side_arc_blick = dist; side_arc_blick *= (.5 * (1. + sin(angle + 3.))); side_arc_blick *= (1. - smoothstep(.9994, 1., radius)); return max(old_yellow_blick, side_arc_blick); } void main() { vec2 uv = vUv; uv *= u_resolution_scale; uv.y = 1. - uv.y; float white = 0.; float white_shadow = 0.; float area_around_yellow = 0.; float yellow = 0.; float yellow_hit_area = 0.; float yellow_light = 0.; float yellow_blick = 0.; uv.x *= u_ratio; uv.x *= .9; float t = u_time; for (int i = 0; i < 4; i++) { vec2 layer_randomizer = hash(vec2(10. * float(i), 200. * float(i))); vec2 layer_offset = hash(vec2(-100. * float(i), 2. * float(i))) - .5; float layer_scale = 1.1 - .1 * layer_randomizer.x; vec2 layer_uv = rotateUV(uv, layer_randomizer.y * TWO_PI); layer_uv += layer_offset; layer_uv *= layer_scale; vec2 i_uv = floor(layer_uv); vec2 f_uv = fract(layer_uv); vec2 cell_randomizer = vec2(0.); float cell_radius = 1.; float cell_angle_local = 0.; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec2 tile_offset = vec2(float(x), float(y)); vec2 o = hash(i_uv + tile_offset); tile_offset += (.5 + .3 * sin(.4 * t + TWO_PI * o)) - f_uv; float dist = dot(tile_offset, tile_offset); if (dist < cell_radius) { cell_radius = dist; cell_angle_local = atan(tile_offset.x, tile_offset.y); cell_randomizer = o; } } } cell_radius = 1. - cell_radius; float sectors = get_cell_sectors(cell_angle_local, cell_randomizer, t); float cell_angle_global = cell_angle_local - layer_randomizer.y * TWO_PI; float wavy_cell_distance = cell_radius + .015 * sectors; wavy_cell_distance = pow(wavy_cell_distance, 50. + 100. * cell_randomizer.x); float round_cell_distance = cell_radius; round_cell_distance = pow(round_cell_distance, 600. - 200. * layer_scale); white_shadow += (smoothstep(.0, 1.5, wavy_cell_distance + round_cell_distance)); white += wavy_cell_distance; yellow_hit_area = get_yellow_hit_area(yellow_hit_area, round_cell_distance, layer_scale); yellow += get_yellow(round_cell_distance, cell_randomizer.y); yellow_light += get_yellow_light(round_cell_distance, cell_angle_global, cell_radius, cell_randomizer.x); yellow_blick = get_blick(yellow_blick, round_cell_distance, cell_angle_global, cell_radius); area_around_yellow = get_area_around_yellow(area_around_yellow, round_cell_distance, cell_angle_global, sectors); } for (int i = 0; i < 15; i++) { float row = floor(float(i) / 10.) / 2.; float col = (float(i) - 10. * floor(float(i) / 10.)) / 10.; vec4 data = texture2D(u_click_data_texture, vec2(col, row)); float x = data[0]; float y = data[1]; float pos_offset = data[2]; float scale = data[3]; vec2 center = vec2(x, y); vec2 layer_uv = vUv - center; layer_uv *= (.9 + .4 * rand(center.x)); layer_uv.x *= u_ratio; layer_uv.x *= .9; vec2 layer_offset = hash(data.rg + 100.) - .5; layer_uv += .25 * pos_offset * sin(.2 * t + 10. * layer_offset); float cell_angle = atan(laye.........完整代码请登录后点击上方下载按钮下载查看
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