webgl实现立体3d三维口红旋转质感反射动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现立体3d三维口红旋转质感反射动画效果代码
代码标签: webgl 立体 3d 三维 口红 旋转 质感 反射 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>
@import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400..900&display=swap');
body{
overflow: hidden;
margin: 0;
}
.container{
display: none;
position: absolute;
bottom: 5vh;
left: 50%;
transform: translate(-50%, 0);
height: 17vh;
aspect-ratio: 3;
background: rgba(0, 0, 0, 0.5);
clip-path: polygon(10% 0, 100% 0, 90% 100%, 0 100%);
padding: 5vh 10vh;
color: white;
font-family: "Orbitron", sans-serif;
font-optical-sizing: auto;
font-style: normal;
font-size: 3.5vh;
}
.btnClose{
position: absolute;
width: 5vh;
height: 5vh;
top: 0.5vh;
right: 3vh;
border: 0.25vh solid white;
border-radius: 1vh;
background: transparent;
color: white;
padding: 0;
font-family: "Orbitron", sans-serif;
font-optical-sizing: auto;
font-style: normal;
font-size: 4vh;
}
</style>
</head>
<body translate="no">
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.180.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.180.0/examples/jsm/"
}
}
</script>
<script>
const noise = `// Simplex 4D Noise
// by Ian McEwan, Stefan Gustavson (https://github.com/stegu/webgl-noise)
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
vec4 grad4(float j, vec4 ip){
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p,s;
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
float snoise(vec4 v){
const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
0.309016994374947451); // (sqrt(5) - 1)/4 F4
// First corner
vec4 i = floor(v + dot(v, C.yyyy) );
vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx );
vec3 isYZ = step( x0.zww, x0.yyz );
// i0.x = dot( isX, vec3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp( i0, 0.0, 1.0 );
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
// x0 = x0 - 0.0 + 0.0 * C
vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
// Permutations
i = mod(i, 289.0);
float j0 = permute( permute( permute( permute(i..........完整代码请登录后点击上方下载按钮下载查看
















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