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动画效果
canvas深海图像
分类:
动画效果
日期:
2024-05-14
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演 示
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简介
**CSS3** ```css * { box-sizing: border-box; } html, body { margin: 0; min-height: 100vh; overflow: hidden; background: repeating-radial-gradient( circle at center, #444 0 10%, #111 10% 20% ); touch-action: none; } canvas { width: 100%; height: auto; object-fit: contain; } ``` **JS** ```javascript /********* * made by Matthias Hurrle (@atzedent) */ /** @type {HTMLCanvasElement} */ const canvas = window.canvas const gl = canvas.getContext("webgl2") const dpr = Math.max(.5, .25*window.devicePixelRatio) /** @type {Map
} */ const touches = new Map() const vertexSource = `#version 300 es #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif in vec2 position; void main(void) { gl_Position = vec4(position, 0., 1.); } ` const fragmentSource = `#version 300 es /********* * made by Matthias Hurrle (@atzedent) */ #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform float time; uniform vec2 resolution; uniform vec2 touch; uniform int pointerCount; out vec4 fragColor; #define PI 3.14159 #define TAU 6.28318 #define THETA 1.57079 #define T (17.+time) #define mouse (touch/resolution) #define hue(a) (.25+.4*cos((a)*11.3+vec3(0,83,21))) #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) void main(void) { float mn = min(resolution.x, resolution.y); vec2 uv = ( gl_FragCoord.xy-.5*resolution ) / mn; vec3 col = vec3(0), lp=vec3(9,5,2), rp=vec3(9,6,7), ro=vec3(.7,.9,3), rd=normalize(vec3(uv, 1)), ax=normalize(vec3(8,-3,-5)), p; float g=.0, angle=sin(T*.1)*PI; if(pointerCount>0) { ax=normalize(vec3(1,-5,5)); ax.xz*=rot(mouse.x*TAU); angle=mouse.y*PI; } else { ax.xz*=rot(T*.05); } for(float i=1.; i<40.; i++) { p=g*rd-ro; p=mix( dot(p,ax)*ax, p, cos(angle) )*THETA-cross(p,ax); float d=1., e=.0; for(float j=.0; j<16.; j++) { p=lp-abs(p-rp); e=9./clamp(dot(p,p), .0, 16.); d*=e*1.01; p=abs(p)*e; } e=p.y/d; e+=+3e-4; g+=e*.5; col+=mix( vec3(1), hue(-log(d)*.25), .75 )/e*5e-5; } col = 1. - exp(-col * 1.8); col = pow(col, vec3(1.45)); vec2 z = (gl_FragCoord.xy -.5 * resolution.xy) / mn; col *= 1.-dot(z, z); fragColor = vec4(col, 1); } ` let time let buffer let program let touch let resolution let pointerCount let vertices = [] let touching = false function resize() { const { innerWidth: width, innerHeight: height } = window canvas.width = width * dpr canvas.height = height * dpr gl.viewport(0, 0, width * dpr, height * dpr) } function compile(shader, source) { gl.shaderSource(shader, source) gl.compileShader(shader) if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error(gl.getShaderInfoLog(shader)) } } function setup() { const vs = gl.createShader(gl.VERTEX_SHADER) const fs = gl.createShader(gl.FRAGMENT_SHADER) program = gl.createProgram() compile(vs, vertexSource) compile(fs, fragmentSource) gl.attachShader(program, vs) gl.attachShader(program, fs) gl.linkProgram(program) if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error(gl.getProgramInfoLog(program)) } vertices = [-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0] buffer = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, buffer) gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW) const position = gl.getAttribLocation(program, "position") gl.enableVertexAttribArray(position) gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0) time = gl.getUniformLocation(program, "time") touch = gl.getUniformLocation(program, "touch") pointerCount = gl.getUniformLocation(program, "pointerCount") resolution = gl.getUniformLocation(program, "resolution") } function draw(now) { gl.clearColor(0, 0, 0, 1) gl.clear(gl.COLOR_BUFFER_BIT) gl.useProgram(program) gl.bindBuffer(gl.ARRAY_BUFFER, null) gl.bindBuffer(gl.ARRAY_BUFFER, buffer) gl.uniform1f(time, now * 0.001) gl.uniform2f(touch, ...getTouches()) gl.uniform1i(pointerCount, touches.size) gl.uniform2f(resolution, canvas.width, canvas.height) gl.drawArrays(gl.TRIANGLES, 0, vertices.length * 0.5) } function getTouches() { if (!touches.size) { return [0, 0] } for (let [id, t] of touches) { const result = [dpr * t.clientX, dpr * (innerHeight - t.clientY)] return result } } function loop(now) { draw(now) requestAnimationFrame(loop) } function init() { setup() resize() loop(0) } document.body.onload = init window.onresize = resize canvas.onpointerdown = e => { touching = true touches.set(e.pointerId, e) } canvas.onpointermove = e => { if (!touching) return touches.set(e.pointerId, e) } canvas.onpointerup = e => { touching = false touches.clear() } canvas.onpointerout = e => { touching = false touches.clear() } ```
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