canvas+webgl实现无数个三维小虫子排列整齐蠕动动画效果代码
代码语言:html
所属分类:三维
代码描述:canvas+webgl实现无数个三维小虫子排列整齐蠕动动画效果代码
代码标签: canvas webgl 无数 个 三维 小 虫子 排列 整齐 蠕动 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 { margin: 0; overflow: hidden}
</style>
</head>
<body translate="no">
<canvas id="myCanvas"></canvas>
<script >
const canvas = document.getElementById('myCanvas');
const gl = canvas.getContext('webgl2');
const vertexShaderSource = `#version 300 es
in vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
const fragmentShaderSource = `#version 300 es
precision highp float;
uniform vec2 iResolution; // Declare as vec2 (canvas width and height)
uniform vec2 iMouse;
uniform float iTime;
out vec4 fragColor;
// Shadertoy code here
#define PI 3.14159265359
#define RES iResolution
#define PT iMouse
#define smin smoothmin
#define smax smoothmax
float sdSeg(in vec3 p, in vec3 a, in vec3 b) {
vec3 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0., 1.);
return length(pa - ba * h);
}
float sdSphere(in vec3 p, in vec3 center, float radius) {
return length(p - center) - radius;
}
float whiteNoise2x1(vec2 p) {
float random = dot(p, vec2(12.235, 78.37283));
random = sin(random);
random *= 4358.4346;
random = fract(random);
return random;
}
float valueNoise(vec2 uv) {
uv *= 4.0;
vec2 gridUV = fract(uv);
vec2 gridId = floor(uv);
gridUV = smoothstep(0.0, 1.0, gridUV);
float bL = whiteNoise2x1(gridId);
float bR = whiteNoise2x1(gridId + vec2(1.0, 0.0));
float b = mix(bL, bR, gridUV.x);
float tL = whiteNoise2x1(gridId + vec2(0.0, 1.0));
float tR = whiteNoise2x1(gridId + vec2(1.0));
float t = mix(tL, tR, gridUV.x);
float noise = mix(b, t, gridUV.y);
return noise;
}
float sdPlane(vec3 p, vec3 n, float h) {
float noiseValue = valueNoise(p.xz*10.);
float heightAdjustment = 0.05 * noiseValue;
return dot(p, n) + h + heightAdjustment;
}
float smoothmin(float d1, float d2, float k) {
float h = max(k - abs(d1 - d2), 0.) / k;
return min(d1, d2) - h * h * k * (1. / 4.);
}
float smoothmax(float d1, float d2, float k) {
float h = max(k - abs(d1 - d2), 0.) / k;
return max(d1, d2) + h * h * k * (1. / 4.);
}
int partID = 1;
float map(vec3 p) {
vec3 g = p;
float mx = .33, mz = 1.05;
p.x = mod(p.x - mx,2.*mx) - mx;
p.z = mod((p.z + iTime/4.) - mz,2.*mz) - mz;
float m = .05*p.y*(-1. + cos(iTime*5.));
p.x/=1.5;
vec3 n = vec3(0,.25,0.);
float off = n.z;
n.z+=m;
float nose = sdSphere(p,n,.125);
p.x*=1.5;
float tR = .125;
vec3 .........完整代码请登录后点击上方下载按钮下载查看
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