webgl实现图片鼠标交互液态扭曲涟漪波纹动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl实现图片鼠标交互液态扭曲涟漪波纹动画效果代码
代码标签: webgl 图片 鼠标 交互 液态 扭曲 涟漪 波纹 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;
}
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 highp float;
varying vec2 vUv;
attribute vec2 a_position;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying vec2 vB;
uniform vec2 u_texel;
void main () {
vUv = .5 * (a_position + 1.);
vL = vUv - vec2(u_texel.x, 0.);
vR = vUv + vec2(u_texel.x, 0.);
vT = vUv + vec2(0., u_texel.y);
vB = vUv - vec2(0., u_texel.y);
gl_Position = vec4(a_position, 0., 1.);
}
</script>
<script type="x-shader/x-fragment" id="fragShaderAdvection">
precision highp float;
precision highp sampler2D;
varying vec2 vUv;
uniform sampler2D u_velocity_texture;
uniform sampler2D u_input_texture;
uniform vec2 u_texel;
uniform vec2 u_output_textel;
uniform float u_dt;
uniform float u_dissipation;
vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
vec2 st = uv / tsize - 0.5;
vec2 iuv = floor(st);
vec2 fuv = fract(st);
vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);
return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
}
void main () {
vec2 coord = vUv - u_dt * bilerp(u_velocity_texture, vUv, u_texel).xy * u_texel;
vec4 velocity = bilerp(u_input_texture, coord, u_output_textel);
gl_FragColor = u_dissipation * velocity;
}
</script>
<script type="x-shader/x-fragment" id="fragShaderDivergence">
precision highp float;
precision highp sampler2D;
varying highp vec2 vUv;
varying highp vec2 vL;
varying highp vec2 vR;
varying highp vec2 vT;
varying highp vec2 vB;
uniform sampler2D u_velocity_texture;
void main () {
float L = texture2D(u_velocity_texture, vL).x;
float R = texture2D(u_velocity_texture, vR).x;
float T = texture2D(u_velocity_texture, vT).y;
float B = texture2D(u_velocity_texture, vB).y;
float div = .25 * (R - L + T - B);
gl_FragColor = vec4(div, 0., 0., 1.);
}
</script>
<script type="x-shader/x-fragment" id="fragShaderPressure">
precision highp float;
precision highp sampler2D;
varying highp vec2 vUv;
varying highp vec2 vL;
varying highp vec2 vR;
varying highp vec2 vT;
varying highp vec2 vB;
uniform sampler2D u_pressure_texture;
uniform sampler2D u_divergence_texture;
void main () {
float L = texture2D(u_pressure_texture, vL).x;
float R = texture2D(u_pressure_texture, vR).x;
float T = texture2D(u_pressure_texture, vT).x;
float B = texture2D(u_pressure_texture, vB).x;
float C = texture2D(u_pressure_texture, vUv).x;
float divergence = texture2D(u_divergence_texture, vUv).x;
float pressure = (L + R + B + T - divergence) * .25;
gl_FragColor = vec4(pressure, 0., 0., 1.);
}
</script>
<script type="x-shader/x-fragment" id="fragShaderGradientSubtract">
precision highp float;
precision highp sampler2D;
varying highp vec2 vUv;
varying highp vec2 vL;
varying highp vec2 vR;
varying highp vec2 vT;
varying highp vec2 vB;
uniform sampler2D u_pressure_texture;
uniform sampler2D u_velocity_texture;
void main () {
float L = texture2D(u_pressure_texture, vL).x;
float R = texture2D(u_pressure_texture, vR).x;
float T = texture2D(u_pressure_texture, vT).x;
float B = texture2D(u_pressure_texture, vB).x;
vec2 velocity = texture2D(u_velocity_texture, vUv).xy;
velocity.xy -= vec2(R - L, T - B);
gl_FragColor = vec4(velocity, 0., 1.);
}
</script>
<script type="x-shader/x-fragment" id="fragShaderPoint">
precision highp float;
precision highp sampler2D;
varying vec2 vUv;
uniform sampler2D u_input_texture;
uniform float u_ratio;
uniform float u_img_ratio;
uniform vec3 u_point_value;
uniform vec2 u_point;
uniform float u_point_size;
void main () {
vec2 p = vUv - u_point.xy;
p.x *= u_ratio;
vec3 splat = .6 * pow(2., -dot(p, p) / u_point_size) * u_point_value;
vec3 base = texture2D(u_input_texture, vUv).xyz;
gl_FragColor = vec4(base + splat, 1.);
}
</script>
<script type="x-shader/x-fragment" id="fragShaderOutputShader">
precision highp float;
precision highp sampler2D;
varying vec2 vUv;
uniform float u_ratio;
uniform float u_img_ratio;
uniform float u_disturb_power;
uniform sampler2D u_output_texture;
uniform sampler2D u_velocity_texture;
uniform sampler2D u_text_texture;
uniform vec2 u_point;
vec2 get_img_uv() {
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 = 1.4;
img_uv *= .........完整代码请登录后点击上方下载按钮下载查看
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