<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <title>HTML5-3D-神秘游戏场景动画</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css"> <style> * { margin: 0; padding: 0; } html, body { overflow: hidden; } .webgl { position: fixed; top: 0; left: 0; outline: none; } </style> </head> <body> <!-- partial:index.partial.html --> <canvas class="webgl"></canvas> <script id="firefliesVertexShader" type="x-shader/x-vertex"> uniform float uPixelRatio; uniform float uSize; uniform float uTime; attribute float aScale; void main() { vec4 modelPosition = modelMatrix * vec4(position, 1.0); modelPosition.y += sin(uTime + modelPosition.x * 100.0) * aScale * 0.2; modelPosition.z += cos(uTime + modelPosition.x * 100.0) * aScale * 0.2; modelPosition.x += cos(uTime + modelPosition.x * 100.0) * aScale * 0.2; vec4 viewPosition = viewMatrix * modelPosition; vec4 projectionPostion = projectionMatrix * viewPosition; gl_Position = projectionPostion; gl_PointSize = uSize * aScale * uPixelRatio; gl_PointSize *= (1.0 / - viewPosition.z); } </script> <script id="firefliesFragmentShader" type="x-shader/x-fragment"> void main() { float distanceToCenter = distance(gl_PointCoord, vec2(0.5)); float strength = 0.05 / distanceToCenter - 0.1; gl_FragColor = vec4(1.0, 1.0, 1.0, strength); } </script> <script id="portalVertexShader" type="x-shader/x-vertex"> varying vec2 vUv; void main() { vec4 modelPosition = modelMatrix * vec4(position, 1.0); vec4 viewPosition = viewMatrix * modelPosition; vec4 projectionPosition = projectionMatrix * viewPosition; gl_Position = projectionPosition; vUv = uv; } </script> <script id="portalFragmentShader" type="x-shader/x-fragment"> uniform float uTime; uniform vec3 uColorStart; uniform vec3 uColorEnd; varying vec2 vUv; // Classic Perlin 3D Noise // by Stefan Gustavson // vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec3 P){ vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } void main() { // Displace UV by adding perlin nouise vec2 displacedUv = vUv + cnoise(vec3(vUv * 7.0, uTime * 0.1)); // Perlin noise float strength = cnoise(vec3(displacedUv * 5.0, uTime * 0.2)); // Outer glow float outerGlow = distance(vUv, vec2(0.5)) * 5.0 - 1.4; strength += outerGlow; // Step strength += step(-0.2, strength) * 0.8; // Clamp strength = clamp(strength, 0.0, 1.0); // Final Color vec3 color = mix(uColorStart, uColorEnd, strength); gl_FragColor = vec4(color, 1.0); } </script> <!-- partial --> <script src='three.min.js'></script> <script src='b.js'></script> <script src='dat.gui.min.js'></script> <script src='a.js'></script><script src="./script.js"></script> <div style="text-align:center;clear:both;"> <script src="/statics.js" type="text/javascript"></script> </div> </body> </html>
HTML5-3D-神秘游戏场景动画
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