<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>彩色烟雾</title>
<style>
html, body {
overflow: hidden;
}
body {
margin: 0;
position: absolute;
width: 100%;
height: 100%;
}
canvas {
width: 100%;
height: 100%;
}</style>
</head>
<body>
<canvas></canvas>
<script>
var _createClass = function () {function defineProperties(target, props) {for (var i = 0; i < props.length; i++) {var descriptor = props[i];descriptor.enumerable = descriptor.enumerable || false;descriptor.configurable = true;if ("value" in descriptor) descriptor.writable = true;Object.defineProperty(target, descriptor.key, descriptor);}}return function (Constructor, protoProps, staticProps) {if (protoProps) defineProperties(Constructor.prototype, protoProps);if (staticProps) defineProperties(Constructor, staticProps);return Constructor;};}();function _classCallCheck(instance, Constructor) {if (!(instance instanceof Constructor)) {throw new TypeError("Cannot call a class as a function");}}
var canvas = document.getElementsByTagName('canvas')[0];
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
var config = {
TEXTURE_DOWNSAMPLE: 1,
DENSITY_DISSIPATION: 0.98,
VELOCITY_DISSIPATION: 0.99,
PRESSURE_DISSIPATION: 0.8,
PRESSURE_ITERATIONS: 25,
CURL: 30,
SPLAT_RADIUS: 0.005 };
var pointers = [];
var splatStack = [];var _getWebGLContext =
getWebGLContext(canvas),gl = _getWebGLContext.gl,ext = _getWebGLContext.ext;
function getWebGLContext(canvas) {
var params = { alpha: false, depth: false, stencil: false, antialias: false };
var gl = canvas.getContext('webgl2', params);
var isWebGL2 = !!gl;
if (!isWebGL2)
gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);
var halfFloat = void 0;
var supportLinearFiltering = void 0;
if (isWebGL2) {
gl.getExtension('EXT_color_buffer_float');
supportLinearFiltering = gl.getExtension('OES_texture_float_linear');
} else {
halfFloat = gl.getExtension('OES_texture_half_float');
supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear');
}
gl.clearColor(0.0, 0.0, 0.0, 1.0);
var halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
var formatRGBA = void 0;
var formatRG = void 0;
var formatR = void 0;
if (isWebGL2)
{
formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType);
formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType);
formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType);
} else
{
formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);
}
return {
gl: gl,
ext: {
formatRGBA: formatRGBA,
formatRG: formatRG,
formatR: formatR,
halfFloatTexType: halfFloatTexType,
supportLinearFiltering: supportLinearFiltering } };
}
function getSupportedFormat(gl, internalFormat, format, type)
{
if (!supportRenderTextureFormat(gl, internalFormat, format, type))
{
switch (internalFormat) {
case gl.R16F:
return getSupportedFormat(gl, gl.RG16F, gl.RG, type);
case gl.RG16F:
return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type);
default:
return null;}
}
return {
internalFormat: internalFormat,
format: format };
}
function supportRenderTextureFormat(gl, internalFormat, format, type) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null);
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status != gl.FRAMEBUFFER_COMPLETE)
return false;
return true;
}
function pointerPrototype() {
this.id = -1;
this.x = 0;
this.y = 0;
this.dx = 0;
this.dy = 0;
this.down = false;
this.moved = false;
this.color = [30, 0, 300];
}
pointers.push(new pointerPrototype());var
GLProgram = function () {
function GLProgram(vertexShader, fragmentShader) {_classCallCheck(this, GLProgram);
this.uniforms = {};
this.program = gl.createProgram();
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
throw gl.getProgramInfoLog(this.program);
var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
for (var i = 0; i < uniformCount; i++) {
var uniformName = gl.getActiveUniform(this.program, i).name;
this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
}
}_createClass(GLProgram, [{ key: 'bind', value: function bind()
{
gl.useProgram(this.program);
} }]);return GLProgram;}();
function compileShader(type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
throw gl.getShaderInfoLog(shader);
return shader;
};
var baseVertexShader = compileShader(gl.VERTEX_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n');
var clearShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float value;\n\n void main () {\n gl_FragColor = value * texture2D(uTexture, vUv);\n }\n');
var displayShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n');
var splatShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTarget;\n uniform float aspectRatio;\n uniform vec3 color;\n uniform vec2 point;\n uniform float radius;\n\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n');
var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n
没有合适的资源?快使用搜索试试~ 我知道了~
网页动画素材 彩色烟雾(抖音资料)
共1个文件
html:1个
1.该资源内容由用户上传,如若侵权请联系客服进行举报
2.虚拟产品一经售出概不退款(资源遇到问题,请及时私信上传者)
2.虚拟产品一经售出概不退款(资源遇到问题,请及时私信上传者)
版权申诉
0 下载量 124 浏览量
2022-07-11
21:50:18
上传
评论
收藏 5KB RAR 举报
温馨提示
网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材 彩色烟雾(抖音资料)网页动画素材
资源推荐
资源详情
资源评论
收起资源包目录
网页动画素材 彩色烟雾(抖音资料).rar (1个子文件)
彩色烟雾.html 24KB
共 1 条
- 1
资源评论
荣华富贵8
- 粉丝: 150
- 资源: 7649
上传资源 快速赚钱
- 我的内容管理 展开
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功