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工程建设质量安全管理协会网站,wordpress系统语言设置中文,深圳最新招聘,WordPress获取主题慢#x1f345; 作者主页#xff1a;Java李杨勇 #x1f345; 简介#xff1a;Java领域优质创作者#x1f3c6;、【java李杨勇】公号作者✌ 简历模板、学习资料、面试题库、技术互助【关注我#xff0c;都给你】 #x1f345; 欢迎点赞 #x1f44d; 收藏 ⭐留言 … 作者主页Java李杨勇  简介Java领域优质创作者、【java李杨勇】公号作者✌  简历模板、学习资料、面试题库、技术互助【关注我都给你】 欢迎点赞 收藏 ⭐留言    效果演示 文末获取源码 代码目录 主要代码实现 CSS样式 body {margin: 0; }canvas {height: 100vh !important;position: fixed;width: 100vw !important; } HTML代码 : !DOCTYPE html html langenheadmeta charsetUTF-8titleCodePen - Control 2/titlelink relstylesheet hrefcss/style.css/headbody!-- partial:index.partial.html --canvas idwebgl width500 height1758/canvasscript idvertexShader typex-shader/x-vertexattribute vec4 a_position; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; void main() { gl_Position a_position; }/scriptscript idfragmentShader typex-shader/x-fragmentprecision highp float; precision highp int; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform sampler2D u_noise; // movement variables vec3 movement vec3(.0); const int maxIterations 256; const float stopThreshold 0.002;const float stepScale .5; const float eps 0.002; const vec3 clipColour vec3(1.); const vec3 fogColour vec3(1.); const vec3 light1_position vec3(0, 1., -1.); const vec3 light1_colour vec3(.8, .8, .85); struct Surface { int object_id;float distance; vec3 position; vec3 onsurface_position; vec3 colour; float steps; float ambient; float spec; float fog; }; // Distance function copyright Inigo Quilez float opExtrusion( in vec3 p, in float primitive, in float h ) { float d primitive;vec2 w vec2( d, abs(p.z) - h ); return min(max(w.x,w.y),0.0) length(max(w,0.0)); } float sdBox( in vec2 p, in vec2 b ) { vec2 d abs(p)-b; return length(max(d,0.0)) min(max(d.x,d.y),0.0); } vec3 path(float z) { // return vec3(0,0,0.); returnvec3(sin(z * .1) * 4., sin(z * .05) * 10., z); } float getBlock(vec3 position, inout int object_id, inout vec3 p) { // position.z fract(position.z) - .5; // object_id int(id); float id float(object_id); float r sin(id * .3 u_time) *.5; r sin(texture2D(u_noise, vec2((id*2.)/255.)).x * 2. u_time - id) * .25; float rw texture2D(u_noise, vec2((id*2.)/255.)).x - .5; // // position.xy r; float s sin(r); float c cos(r); position.xy * mat2(c, -s, s, c); p position;float box sdBox(position.xy, vec2(1.5 rw, 1.)) * -1.; float world opExtrusion(position, box, .45) - .005; // world smoothstep(.04, 0., abs(sin(p.x * 4.))) * .01; // world smoothstep(.02, 0., abs(sin(p.y * 2.))) * .01; return world;} // This function describes the world in distances from any given 3 dimensional point in space float world(in vec3 position, inout int object_id, inout vec3 p) { position.xy - path(position.z).xy; float id floor(position.z); position.z fract(position.z)- .5; int oid1 int(id); vec3 p1; float block1 getBlock(position, oid1, p1); int oid2 int(id1.); vec3 p2; float block2 getBlock(position vec3(0,0,-1), oid2, p2); object_id oid1; p p1; if(block2 block1) { block1b lock2;object_ido id2; pp 2; } return block1; } float world(in vec3 position, inout int object_id) { vec3 p; return world(position, object_id, p); } float world(in vec3 position) { int dummy0 ; return world(position, dummy); } Surface getSurface(intobject_id, float rayDepth, vec3 sp, float steps, vec3 onsurface_pos, float fog) { return Surface( object_id, rayDepth, sp, onsurface_pos, vec3(1.), steps, .5, 1000., fog); } // The raymarch loop Surface rayMarch(vec3 ro, vec3 rd, float start,float end) { float sceneDist1 e4; float rayDepths tart; int object_id0 ; float steps0 .; float fog0 .; vec3 p; for(int i0 ; i maxIterations; i) { sceneDistw orld(ro rd * rayDepth, object_id, p); rd ( texture2D(u_noise, (p.xy)*255.).rgb-.5)*.0005;steps; fog m ax(sceneDist, 0.); if(sceneDist stopThreshold || rayDepth end) { break; } rayDepth sceneDist * stepScale; } return getSurface(object_id, rayDepth, ro rd * rayDepth, steps, p, fog); } // Calculated the normal of any given point in space. Intended to be cast from the point of a surface vec3 calculate_normal(invec3 position) { vec3 grad vec3( world(vec3(position.x eps, position.y, position.z)) - world(vec3(position.x - eps, position.y, position.z)), world(vec3(position.x, position.y eps, position.z)) - world(vec3(position.x, position.y - eps,position.z)), world(vec3(position.x, position.y, position.z eps)) - world(vec3(position.x, position.y, position.z - eps)) ); return normalize(grad); } vec3 lighting(Surface surface_object, vec3 cam) { // start with black vec3 sceneColour vec3(0); // Surface normal vec3 normal calculate_normal(surface_object.position); normal smoothstep(.02, 0., abs(sin(surface_object.onsurface_position.x * 4.))) * .5; normal smoothstep(.01, 0., abs(sin(surface_object.onsurface_position.y* 2.))) * .5; // Light position vec3 lp path(u_time*3.15.); // Light direction vec3 ld lp - surface_object.position; // light attenuation // For brightly lit scenes or global illumination (like sunlit), this can be limited to just normalizingthe ld float len length( ld ); ld normalize(ld); float lightAtten min( 1.0 / ( 0.15*len ), 1.0 ); lightAtten 1.; // The surfaces light reflection normal vec3 reflection_normal reflect(-ld, normal); // Ambient Occlusion float ao (surface_object.steps*.01*(1./(surface_object.fog*.07))); ao * ao*2.; ao clamp( ((1.-ao).3) , 0., 1.); // ao - surface_object.steps*.005; // Object surface properties float diffuse max(0., dot(normal, ld)); float specular max(0.,dot( reflection_normal, normalize(cam - surface_object.position) )); // Bringing all of the lighting components together vec3 tp surface_object.onsurface_position * 2.; vec3 c texture2D(u_noise, tp.xy tp.zx).rrr texture2D(u_noise,tp.zy tp.yx).rrr; tp surface_object.onsurface_position * vec3(.8, .8, 1.); c texture2D(u_noise, tp.xy tp.zx).rrr texture2D(u_noise, tp.zy tp.yx).rrr; tp surface_object.onsurface_position * vec3(1., .4, .4); c texture2D(u_noise,tp.xy tp.zx).rrr texture2D(u_noise, tp.zy tp.yx).rrr; c * .125; c * .5 .5; c * vec3(1,.98,.90); sceneColour ( c * (diffuse specular )) * light1_colour * lightAtten * ao; // adding fog float fogl surface_object.fog*.04; fogl* smoothstep(-.5, 1.8, fogl); sceneColour mix( sceneColour, fogColour, fogl ); return sceneColour; } void main() { vec2 uv (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x); float t u_time * 3.; // movementmovement path(t); // Camera and look-at vec3 cam vec3(0,0,-2); vec3 lookAt vec3(0,-.5,-2.); // add movement lookAt path(t3.); cam movement; // cam.y abs(sin(u_time*20.)*.02); // Unit vectors vec3 forward normalize(lookAt -cam); vec3 right normalize(vec3(forward.z, 0., -forward.x)); vec3 up normalize(cross(forward, right)); // FOV float FOV 1.4; // Ray origin and ray direction vec3 ro cam; vec3 rd normalize(forward FOV * uv.x * right FOV * uv.y* up); rd.y - (movement.y - lookAt.y) * .04; // Ray marching const float clipNear 0.; const float clipFar 20.; Surface objectSurface rayMarch(ro, rd, clipNear, clipFar); if(objectSurface.distance clipFar) { gl_FragColor vec4(clipColour,1.); return; } vec3 sceneColour lighting(objectSurface, cam); gl_FragColor vec4(sceneColour, 1.); // gl_FragColor vec4(vec3(objectSurface.fog*.01), 1.); }/script!-- partial --script srcjs/script.js/script/body/html 源码获取 大家可以点赞、收藏、关注、评论我啦 、查看博主主页或下方微信公众号获取更多~ 打卡 文章 更新 48  /  100天 精彩推荐更新中 HTML5大作业实战案例《100套》 Java毕设项目精品实战案例《100套》
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