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body { background-color: #000; margin: 0; overflow: hidden; background-repeat: no-repeat; }
JavaScript
var canvas = document.getElementById("canvas"); const mobile = ( navigator.userAgent.match(/Android/i) || navigator.userAgent.match(/webOS/i) || navigator.userAgent.match(/iPhone/i) || navigator.userAgent.match(/BlackBerry/i) || navigator.userAgent.match(/Windows Phone/i) ); 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."); } var layers_ =3; if(mobile){ layers_ = 6; } //Time step var dt = 0.015; //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)); } //https://www.shadertoy.com/view/3s3GDn float getGlow(float dist, float radius, float intensity){ return pow(radius/dist, intensity); } void main(){ float t = 1.0 + time * 0.05; const float layers = float(`+layers_+`); float scale = 32.0; float depth; float phase; float rotationAngle = time * -0.1; float size; float glow; //Iteration step size for outermost loop const float del = 1.0/layers; vec2 uv; //Value of floor(uv) vec2 fl; vec2 local_uv; vec2 index; vec2 pos; //Seed for random values vec2 seed; vec2 centre; //The indices of 3x3 cells surrounding the fragment vec2 cell; //To move the focus of the camera in a circle vec2 rot = vec2(cos(t), sin(t)); //To rotate layers mat2 rotation = mat2(cos(rotationAngle), -sin(rotationAngle), sin(rotationAngle), cos(rotationAngle)); vec3 col = vec3(0); vec3 tone; //For all layers for(float i = 0.0; i <= 1.0; i+=del){ //Find depth from layer index and move it in time depth = fract(i + t); //Move centre in a circle depending on the depth of the layer centre = rot * 0.2 * depth + 0.5; //Get uv from the fragment coordinates, rotation and depth uv = centre-gl_FragCoord.xy/resolution.x; uv *= rotation; uv *= mix(scale, 0.0, depth); fl = floor(uv); //The local cell coordinates. uv-fl == frac(uv) local_uv = uv - fl - 0.5; //For a 3x3 group of cells around the fragment, find the //distance from the points of each to the current fragment //and draw an accumulative glow accordingly for(float j = -1.0; j <= 1.0; j++){ for(float k = -1.0; k <= 1.0; k++){ cell = vec2(j,k); index = fl + cell; //Cell seed seed = 128.0 * i + index; //Get a random position in relation to the considered cell pos = cell + 0.9 * (random2(seed) - 0.5); //Get a random phase phase = 128.0 * random(seed); //Get colour from cell information tone = vec3(random(seed), random(seed + 1.0), random(seed + 2.0)); //Get distance to the generated point, fade distant points //and make glow radius pulse in time size = (0.1 + 0.5 + 0.5 * sin(phase * t)) * depth; glow = size * getGlow(length(local_uv-pos), 0.09, 2.0); //Add white core and glow col += 5.0 * vec3(0.02 * glow) + tone * glow; } } } //Tone mapping col = 1.0 - exp(-col); //Output to screen gl_FragColor = vec4(col,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>星光灿烂的粒子动画-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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