特效描述:html5canvas 发光的钻石 背景动画特效。html5 canvas three.js绘制闪烁的钻石背景动画,跟随鼠标移动改变形状效果。

代码结构

1. 引入JS

2. HTML代码

void main() {

gl_Position = vec4( position, 1.0 );

}

uniform vec2 u_resolution;

uniform vec2 u_mouse;

uniform float u_time;

uniform vec3 u_colours[ 5 ];

const float multiplier = .5;

const int octaves = 4;

const float seed = 86135.7315468;

float random2d(vec2 uv) {

return fract(

sin(

dot( uv.xy, vec2(12.9898, 78.233) )

) * seed);

}

mat2 rotate2d(float _angle){

return mat2(cos(_angle),sin(_angle),

-sin(_angle),cos(_angle));

}

// Created by inigo quilez - iq/2013

// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

// http://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm

vec2 random2( vec2 p ) {

return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);

}

vec3 voronoi( in vec2 x, inout vec2 nearest_point, inout vec2 s_nearest_point, inout float s_nearest_distance, inout float nearest_distance, in bool highlight, vec2 mouse) {

vec2 n = floor(x);

vec2 f = fract(x);

// first pass: regular voronoi

vec2 mg, mr;

float md = 8.0;

float smd = 8.0;

for (int j= -1; j <= 1; j++) {

for (int i= -1; i <= 1; i++) {

vec2 g = vec2(float(i),float(j));

vec2 o = random2( n + g );

o = 0.5 + 0.4*sin((u_time / 10.) + 6.2831*o);

o *= length(mouse.y) * 2.;

vec2 r = g + o - f;

float d = dot(r,r);

if( d

smd = md;

s_nearest_distance = md;

nearest_distance = d;

md = d;

mr = r;

mg = g;

nearest_point = n + g;

} else if( smd > d ) {

s_nearest_distance = d;

nearest_distance = d;

smd = d;

s_nearest_point = n + g;

}

}

}

// second pass: distance to borders

md = 8.0;

for (int j= -2; j <= 2; j++) {

for (int i= -2; i <= 2; i++) {

vec2 g = mg + vec2(float(i),float(j));

vec2 o = random2( n + g );

o = 0.5 + 0.4*sin((u_time / 10.) + 6.2831*o);

o *= length(mouse.y) * 2.;

vec2 r = g + o - f;

if ( dot(mr-r,mr-r)>0.00001 ) {

md = min(md, dot( 0.5*(mr+r), normalize(r-mr) ));

}

}

}

return vec3(md, mr);

}

vec3 getColour(vec2 nearest_point, vec2 s_nearest_point, float modMultiplier) {

vec3 colour = vec3(0.2);

vec3 next_colour = vec3(0.2);

float segment = floor(u_time / 2.);

float intermix = u_time / 2. - segment;

float index = mod(floor(random2d(nearest_point) * modMultiplier) + segment, modMultiplier);

float next_index = mod(floor(random2d(nearest_point) * modMultiplier) + segment + 1., modMultiplier);

if(index == 0.) {

colour = u_colours[0];

} else if(index == 1.) {

colour = u_colours[1];

} else if(index == 2.) {

colour = u_colours[2];

} else if(index == 3.) {

colour = u_colours[3];

} else if(index == 4.) {

colour = u_colours[4];

}

if(next_index == 0.) {

next_colour = u_colours[0];

} else if(next_index == 1.) {

next_colour = u_colours[1];

} else if(next_index == 2.) {

next_colour = u_colours[2];

} else if(next_index == 3.) {

next_colour = u_colours[3];

} else if(next_index == 4.) {

next_colour = u_colours[4];

}

if(index != next_index) {

colour = mix(colour, next_colour, intermix);

}

return colour;

}

vec3 render(vec2 uv, vec2 mouse, inout vec2 refraction, in bool highlight) {

vec3 colour = vec3(0.5);

// Voronoi

vec2 nearest_point = vec2(0., 0.);

vec2 s_nearest_point = vec2(0., 0.);

float s_nearest_distance = 0.;

float nearest_distance = 0.;

vec3 c = voronoi(uv, nearest_point, s_nearest_point, s_nearest_distance, nearest_distance, highlight, mouse);

// colour

colour = getColour(nearest_point, s_nearest_point, 10.);

// Facets

// colour -= c.x * 0.9;

if(highlight) {

float r_point = abs(1. - s_nearest_distance);

colour += r_point * r_point * r_point * r_point * r_point;

// border += r_point * r_point;

}

// borders

vec3 border = vec3(0.2);

colour = mix( border, colour, smoothstep( 0.001, 0.01, c.x ) );

colour += mix( vec3(0.07), vec3(0.), smoothstep( 0.001, 0.015, c.x - 0.08 ) );

// refraction layer

refraction = nearest_point;

return colour;

}

void main() {

vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy);

vec2 o_uv = uv / 5.;

o_uv += u_time / 5000.;

if(u_resolution.y < u_resolution.x) {

uv /= u_resolution.y;

} else {

uv /= u_resolution.x;

}

// uv.x *= u_resolution.x/u_resolution.y;

vec3 colour = vec3(0.5);

vec3 next_colour = vec3(0.1);

vec2 mouse = (u_mouse / u_resolution) - 0.5;

mouse.y *= -1.;

// Scale

uv *= 2.;

uv.x -= (u_time / 10.);

uv = rotate2d(u_time / 500.) * uv;

// uv.x += cos(u_time / 1000.) * 600.;

// uv.y += sin(u_time / 2000.) * 200.;

// render

vec2 topPassRefraction = vec2(0.);

vec3 topPass = render(uv * 3. * multiplier, mouse, topPassRefraction, true);

for (int i=octaves; i > 1; i--) {

vec2 passRefraction = vec2(0.);

vec2 subuv = uv;

subuv += topPassRefraction;

float med = float(i + 1);

subuv *= med;

// uv += med;

subuv.x += (u_time / 10.);

colour += render(subuv, mouse, passRefraction, false);

colour /= 2.;

}

colour *= topPass * 3.;

colour /= 2.;

// o_uv = floor(o_uv * 2.);

float multi = 10. * (2.5 - length(mouse.x) * 2.);

float noise = (-0.5 + random2d(o_uv + 10.)) / multi;

colour += noise;

gl_FragColor = vec4(colour * colour * 3.,1.0);

}

let container;

let camera, scene, renderer;

let uniforms;

function init() {

container = document.getElementById( 'container' );

camera = new THREE.Camera();

camera.position.z = 1;

scene = new THREE.Scene();

var geometry = new THREE.PlaneBufferGeometry( 2, 2 );

var colours = [];

colours.push([138, 79, 125]);

colours.push([136, 120, 128]);

colours.push([136, 160, 150]);

colours.push([187, 171, 139]);

colours.push([239, 130, 117]);

for(var i = 0; i < colours.length; i++) {

var c = colours[i];

colours[i] = new THREE.Vector3(c[0] / 255, c[1] / 255, c[2] / 255);

}

window.colours = colours;

uniforms = {

u_time: { type: "f", value: 1.0 },

u_resolution: { type: "v2", value: new THREE.Vector2() },

u_mouse: { type: "v2", value: new THREE.Vector2() },

u_colours: { type: "v3v", value: colours }

};

var material = new THREE.ShaderMaterial( {

uniforms: uniforms,

vertexShader: document.getElementById( 'vertexShader' ).textContent,

fragmentShader: document.getElementById( 'fragmentShader' ).textContent

} );

var mesh = new THREE.Mesh( geometry, material );

scene.add( mesh );

renderer = new THREE.WebGLRenderer();

renderer.setPixelRatio( window.devicePixelRatio );

container.appendChild( renderer.domElement );

onWindowResize();

window.addEventListener( 'resize', onWindowResize, false );

document.onmousemove = function(e){

uniforms.u_mouse.value.x = e.pageX

uniforms.u_mouse.value.y = e.pageY

}

}

function onWindowResize( event ) {

renderer.setSize( window.innerWidth, window.innerHeight );

uniforms.u_resolution.value.x = renderer.domElement.width;

uniforms.u_resolution.value.y = renderer.domElement.height;

}

function animate() {

// console.log(uniforms.u_colours);

requestAnimationFrame( animate );

render();

}

function render() {

uniforms.u_time.value += 0.05;

renderer.render( scene, camera );

}

init();

animate();

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