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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