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HTML+CSS+JS实现 ❤️动态散花背景❤️

發布時間:2025/3/12 HTML 21 豆豆
生活随笔 收集整理的這篇文章主要介紹了 HTML+CSS+JS实现 ❤️动态散花背景❤️ 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.

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效果演示:?文末獲取源碼?

代碼目錄:

主要代碼實現:

CSS樣式:

* {margin: 0;padding: 0;list-style-type: none;}a,img {border: 0;}body {font: 12px/180% Arial, Helvetica, sans-serif, "新宋體";}

HTML代碼 :

</script><!-- effects --><script id="fx_common_vsh" type="x-shader/x_vertex">uniform vec3 uResolution; attribute vec2 aPosition; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { gl_Position = vec4(aPosition, 0.0, 1.0); texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5); screenCoord = aPosition.xy * vec2(uResolution.z,1.0); }</script><script id="bg_fsh" type="x-shader/x_fragment">#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform vec2 uTimes; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { vec3 col; float c; vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0); c = exp(-pow(length(tmpv)* 1.8, 2.0)); col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c); gl_FragColor = vec4(col * 0.5, 1.0); }</script><script id="fx_brightbuf_fsh" type="x-shader/x_fragment">#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { vec4 col = texture2D(uSrc, texCoord); gl_FragColor = vec4(col.rgb * 2.0- vec3(0.5), 1.0); }</script><script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta; uniform vec4 uBlurDir; //dir(x, y), stride(z, w) varying vec2 texCoord; varying vec2 screenCoord; void main(void) { vec4 col = texture2D(uSrc,texCoord); col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta); col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta); col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta); col = col + texture2D(uSrc, texCoord- (uBlurDir.xy + uBlurDir.zw) * uDelta); gl_FragColor = col / 5.0; }</script><!-- effect fragment shader template --><script id="fx_common_fsh" type="x-shader/x_fragment">#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { gl_FragColor = texture2D(uSrc, texCoord); }</script><!-- post processing --><script id="pp_final_vsh" type="x-shader/x_vertex">uniform vec3 uResolution; attribute vec2 aPosition; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { gl_Position = vec4(aPosition, 0.0, 1.0); texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5); screenCoord = aPosition.xy * vec2(uResolution.z,1.0); }</script><script id="pp_final_fsh" type="x-shader/x_fragment">#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform sampler2D uSrc; uniform sampler2D uBloom; uniform vec2 uDelta; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { vec4 srccol = texture2D(uSrc, texCoord) * 2.0;vec4 bloomcol = texture2D(uBloom, texCoord); vec4 col; col = srccol + bloomcol * (vec4(1.0) + srccol); col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5); col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2) gl_FragColor= vec4(col.rgb, 1.0); gl_FragColor.a = 1.0; }</script><script src="js/index.js"></script>

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