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voronoi变焦

發布時間:2023/12/20 编程问答 36 豆豆
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voronoi變焦

  • 示例
  • HTML
  • CSS
  • JS

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示例

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script> <script id="vertexShader" type="x-shader/x-vertex">void main() {gl_Position = vec4( position, 1.0 );} </script> <script id="fragmentShader" type="x-shader/x-fragment">uniform vec2 u_resolution;uniform vec2 u_mouse;uniform float u_time;uniform vec3 u_colours[ 5 ];const float multiplier = .7;const float zoomSpeed = 8.;const int layers = 6;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.htmvec2 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) {vec2 n = floor(x);vec2 f = fract(x);// first pass: regular voronoivec2 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<md ) {smd = md;s_nearest_distance = md;nearest_distance = d;md = d;mr = r;mg = g;nearest_point = r;} else if( smd > d ) {s_nearest_distance = d;nearest_distance = d;smd = d;s_nearest_point = r;}}}// second pass: distance to bordersmd = 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) {return vec3(0.);}vec3 render(vec2 uv) {vec3 colour = vec3(0.5);// Voronoivec2 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);// colourcolour = getColour(nearest_point, s_nearest_point, 10.);// colour.r = length(fract(length(dot(nearest_point, s_nearest_point) * 5.)));// colour = vec3(0.5);colour.r = abs(1.-length(nearest_point));// colour.g = colour.r / 4.;// colour.b = colour.r / 3.;// vec3 linecolour = vec3(colour.r, 1. * colour.r, colour.r);// colour = mix(colour, linecolour, smoothstep(.60, .70, fract(length(nearest_point) * 5.)) * smoothstep(1., .85, fract(length(nearest_point) * 5.)));// bordersvec3 border = vec3(-4.);colour = mix( border, colour, smoothstep( -.1, 0.05, c.x ) );// colour += mix( vec3(0.07), vec3(0.), smoothstep( 0.12, 0.11, c.x - 0.08 ) );return colour;}vec3 renderLayer(int layer, int layers, vec2 uv, inout float opacity) {// Scale// Generating a scale value between zero and 1 based on a mod of u_time// A frequency of 10 dixided by the layer index (10 / layers * layer)float scale = mod((u_time + zoomSpeed / float(layers) * float(layer)) / zoomSpeed, -1.);uv *= 15.; // The initial scale. Increasing this makes the cells smaller and the "speed" apepar fasteruv *= scale; // then modifying the overall scale by the generated amountuv = rotate2d(u_time / 10.) * uv; // rotartinguv += vec2(1000.) * float(layer); // ofsetting the UV by an arbitrary amount to make the layer appear different// rendervec3 pass = render(uv * multiplier); // render the pass// this is the opacity of the layer fading in from the "bottom"opacity = 1. + scale;float _opacity = opacity;// This is the opacity of the layer fading out at the top (we want this minimal, hence the smoothstep)float endOpacity = smoothstep(0., 0.2, scale * -1.);opacity += endOpacity;return pass * _opacity * endOpacity;}void main() {vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy);if(u_resolution.y < u_resolution.x) {uv /= u_resolution.y;} else {uv /= u_resolution.x;}uv.x += sin(u_time / 10.) * .5;vec3 colour = vec3(0.);float opacity = 1.;float opacity_sum = 1.;for(int i = 1; i <= layers; i++) {colour += renderLayer(i, layers, uv, opacity);opacity_sum += opacity;}colour /= opacity_sum;gl_FragColor = vec4(colour * 6.,1.5);} </script><div id="container"></div>

CSS

body {margin: 0;padding: 0; }#container {position: fixed; }

JS

/* Most of the stuff in here is just bootstrapping. Essentially it's just setting ThreeJS up so that it renders a flat surface upon which to draw the shader. The only thing to see here really is the uniforms sent to the shader. Apart from that all of the magic happens in the HTML view under the fragment shader. */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 );uniforms = {u_time: { type: "f", value: 1.0 },u_resolution: { type: "v2", value: new THREE.Vector2() },u_mouse: { type: "v2", value: new THREE.Vector2() }};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.pageXuniforms.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() {requestAnimationFrame( animate );render(); }function render() {uniforms.u_time.value += 0.09;renderer.render( scene, camera ); }init(); animate();

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