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body { background-color: #000; margin: 0; overflow: hidden; background-repeat: no-repeat; }
JavaScript
var canvas = document.getElementById("canvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Initialize the GL context var gl = canvas.getContext('webgl'); if(!gl){ console.error("Unable to initialize WebGL."); } //Time step var dt = 0.03; //Time var time = 0.0; //************** Shader sources ************** var vertexSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; var fragmentSource = ` precision highp float; uniform float width; uniform float height; vec2 resolution = vec2(width, height); uniform float time; float random(vec2 par){ return fract(sin(dot(par.xy,vec2(12.9898,78.233))) * 43758.5453); } vec2 random2(vec2 par){ float rand = random(par); return vec2(rand, random(par+rand)); } void main(){ // Normalized pixel coordinates (from 0 to 1) vec2 uv = gl_FragCoord.xy/resolution.xy; //The ratio of the width and height of the screen float widthHeightRatio = resolution.x/resolution.y; float t = time * 0.01; float dist = 0.0; const float layers = 16.0; float scale = 32.0; float depth; float phase; float rotationAngle = time * -0.01; vec2 offset; vec2 local_uv; vec2 index; vec2 pos; vec2 seed; vec2 centre = vec2(0.5, 0.5); mat2 rotation = mat2(cos(rotationAngle), -sin(rotationAngle), sin(rotationAngle), cos(rotationAngle)); for(float i = 0.0; i < layers; i++){ depth = fract(i/layers + t); //Move centre in a circle depending on the depth of the layer centre.x = 0.5 + 0.1 * cos(t) * depth; centre.y = 0.5 + 0.1 * sin(t) * depth; //Get uv from the fragment coordinates, rotation and depth uv = centre-gl_FragCoord.xy/resolution.xy; uv.y /= widthHeightRatio; uv *= rotation; uv *= mix(scale, 0.0, depth); //The local cell index = floor(uv); //Local cell seed; seed = 20.0 * i + index; //The local cell coordinates local_uv = fract(i + uv) - 0.5; //Get a random position for the local cell pos = 0.8 * (random2(seed) - 0.5); //Get a random phase phase = 128.0 * random(seed); //Get distance to the generated point, add fading to distant points //Add the distance to the sum dist += pow(abs(1.0-length(local_uv-pos)), 50.0 + 20.0 * sin(phase + 3.0 * time)) * min(1.0, depth*2.0); } gl_FragColor = vec4(vec3(dist),1.0); } `; //************** Utility functions ************** window.addEventListener( 'resize', onWindowResize, false ); function onWindowResize(){ canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); } //Compile shader and combine with source function compileShader(shaderSource, shaderType){ var shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){ throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; } //From https://codepen.io/jlfwong/pen/GqmroZ //Utility to complain loudly if we fail to find the attribute/uniform function getAttribLocation(program, name) { var attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find attribute ' + name + '.'; } return attributeLocation; } function getUniformLocation(program, name) { var attributeLocation = gl.getUniformLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find uniform ' + name + '.'; } return attributeLocation; } //************** Create shaders ************** //Create vertex and fragment shaders var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER); var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER); //Create shader programs var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); //Set up rectangle covering entire canvas var vertexData = new Float32Array([ -1.0, 1.0, // top left -1.0, -1.0, // bottom left 1.0, 1.0, // top right 1.0, -1.0, // bottom right ]); //Create vertex buffer var vertexDataBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW); // Layout of our data in the vertex buffer var positionHandle = getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 (2 values per component) gl.FLOAT, // each component is a float false, // don't normalize values 2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes) 0 // how many bytes inside the buffer to start from ); //Set uniform handle var timeHandle = getUniformLocation(program, 'time'); var widthHandle = getUniformLocation(program, 'width'); var heightHandle = getUniformLocation(program, 'height'); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); function draw(){ //Update time time += dt; //Send uniforms to program gl.uniform1f(timeHandle, time); //Draw a triangle strip connecting vertices 0-4 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(draw); } draw();
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<!doctype html> <html> <head> <meta charset="utf-8"> <title>canvas闪耀的粒子动画-jq22.com</title> <script src="https://www.jq22.com/jquery/jquery-1.10.2.js"></script> <style>
</style> </head> <body>
<script>
</script>
</body> </html>
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