用html写一个雨的特效
window.onload = () => {
const shader = {
vertex: `
#ifdef GL_ES
precision mediump float;
#endif
// lib设置的强制属性
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
// lib设置的强制统一,包含模型视图和投影矩阵
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 dispImageMatrix;
// 将顶点和纹理坐标传递给着色器
varying vec3 vVertexPosition;
varying vec2 vTextureCoord;
void main() {
vec3 vertexPosition = aVertexPosition;
gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);
// 设置varyings
vTextureCoord = (dispImageMatrix * vec4(aTextureCoord, 0., 1.)).xy;
vVertexPosition = vertexPosition;
}`,
fragment: `
#ifdef GL_ES
precision mediump float;
#endif
#define PI2 6.28318530718
#define PI 3.14159265359
#define S(a,b,n) smoothstep(a,b,n)
// 获得varyings
varying vec3 vVertexPosition;
varying vec2 vTextureCoord;
// 用uniform声明
uniform float uTime;
uniform vec2 uReso;
uniform vec2 uMouse;
// 纹理采样器
uniform sampler2D dispImage;
uniform sampler2D blurImage;
// 噪声
float N12(vec2 p){
p = fract(p * vec2(123.34, 345.45));
p += dot(p, p + 34.345);
return fract(p.x * p.y);
}
vec3 Layer(vec2 uv0, float t){
vec2 asp = vec2(2., 1.);
vec2 uv1 = uv0 * 3. * asp;
uv1.y += t * .25;
vec2 gv = fract(uv1) - .5;
vec2 id = floor(uv1);
float n = N12(id);
t+= n * PI2;
float w = uv0.y * 10.;
float x = (n - .5) * .8;
x += (.4 - abs(x)) * sin(3. * w) * pow(sin(w), 6.) * .45;
float y = -sin(t + sin(t + sin(t) * .5)) * (.5 - .06);
y -= (gv.x - x) * (gv.x - x); // sesgar;
vec2 dropPos = (gv - vec2(x, y)) / asp;
float drop = S(.03, .02, length(dropPos));
vec2 trailPos = (gv - vec2(x, t * .25)) / asp;
trailPos.y = (fract(trailPos.y * 8.) - .5) / 8.;
float trail = S(.02, .015, length(trailPos));
float fogTrail = S(-.05, .05, dropPos.y);
fogTrail *= S(.5, y, gv.y);
trail *= fogTrail;
fogTrail *= S(.03, .015, abs(dropPos.x));
vec2 off = drop * dropPos + trail * trailPos;
return vec3(off, fogTrail);
}
void main() {
float dist = 5.;
float blurSize = 5.;
float t = mod(uTime * .03, 7200.);
vec4 c = vec4(0);
vec2 uv = vTextureCoord;
vec3 drops = Layer(uv, t);
drops += Layer(uv * 1.25 + 7.54, t);
drops += Layer(uv * 1.35 + 1.54, t);
drops += Layer(uv * 1.57 - 7.54, t);
float blur = blurSize * 7. * (1. - drops.z);
vec4 col = vec4(0.);
int numSamples = 32;
float a = N12(uv) * PI2;
blur *= .0005;
uv += drops.xy * dist;
for(int n = 0; n < 32; n++){
vec2 off = vec2(sin(a), cos(a)) * blur;
float d = fract(sin((float(n) + 1.) * 546.) * 5424.);
d = sqrt(d);
off *= d;
col += texture2D(dispImage, uv + off);
a++;
}
col /= float(numSamples);
gl_FragColor = col;
}
`
};
// canvas
const canvasContainer = document.getElementById("canvas");
const mouse = {
x: 0,
y: 0
};
// 设置WebGL,并将canvas附加到container
const webGLCurtain = new Curtains({container: "canvas"});
// 获取平面元素
const planeElement = document.getElementsByClassName("plane")[0];
// 设置初始参数
const params = {
vertexShader: shader.vertex, // 顶点着色器
fragmentShader: shader.fragment, // framgent着色器
widthSegments: 40,
heightSegments: 40, // 现在有40*40*6=9600个顶点
uniforms: {
time: {
name: "uTime", // 传递给着色器统一名称
type: "1f",
value: 0
},
mousepos: {
name: "uMouse",
type: "2f",
value: [mouse.x, mouse.y]
},
resolution: {
name: "uReso",
type: "2f",
value: [innerWidth, innerHeight]
}
}
};
// 创建平面网格
const plane = webGLCurtain.addPlane(planeElement, params);
plane.onRender(() => {
plane.uniforms.time.value++; // 更新统一值
plane.uniforms.resolution.value = [innerWidth, innerHeight];
});
canvasContainer.addEventListener("mousemove", ({ clientX, clientY }) => {
mouse.x = clientX;
mouse.y = clientY;
plane.uniforms.mousepos.value = [mouse.x, mouse.y];
});
};