html js 动画效果,原生js html5 canvas 3D云动画效果

特效描述:原生js html5canvas 3D云动画效果。3D云效果,叼炸天!可用鼠标控制方向!本地要localhost才能正常演示

代码结构

1. 引入JS

2. HTML代码

varying vec2 vUv;

void main() {

vUv = uv;

gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

}

uniform sampler2D map;

uniform vec3 fogColor;

uniform float fogNear;

uniform float fogFar;

varying vec2 vUv;

void main() {

float depth = gl_FragCoord.z / gl_FragCoord.w;

float fogFactor = smoothstep( fogNear, fogFar, depth );

gl_FragColor = texture2D( map, vUv );

gl_FragColor.w *= pow( gl_FragCoord.z, 20.0 );

gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );

}

if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

// Bg gradient

var canvas = document.createElement( 'canvas' );

canvas.width = 32;

canvas.height = window.innerHeight;

var context = canvas.getContext( '2d' );

var gradient = context.createLinearGradient( 0, 0, 0, canvas.height );

gradient.addColorStop(0, "#1e4877");

gradient.addColorStop(0.5, "#4584b4");

context.fillStyle = gradient;

context.fillRect(0, 0, canvas.width, canvas.height);

document.body.style.background = 'url(' + canvas.toDataURL('image/png') + ')';

// Clouds

var container;

var camera, scene, renderer, sky, mesh, geometry, material,

i, h, color, colors = [], sprite, size, x, y, z;

var mouseX = 0, mouseY = 0;

var start_time = new Date().getTime();

var windowHalfX = window.innerWidth / 2;

var windowHalfY = window.innerHeight / 2;

init();

animate();

function init() {

container = document.createElement( 'div' );

document.body.appendChild( container );

camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 3000 );

camera.position.z = 6000;

scene = new THREE.Scene();

geometry = new THREE.Geometry();

var texture = THREE.ImageUtils.loadTexture( 'cloud10.png' );

texture.magFilter = THREE.LinearMipMapLinearFilter;

texture.minFilter = THREE.LinearMipMapLinearFilter;

var fog = new THREE.Fog( 0x4584b4, - 100, 3000 );

material = new THREE.MeshShaderMaterial( {

uniforms: {

"map": { type: "t", value:2, texture: texture },

"fogColor" : { type: "c", value: fog.color },

"fogNear" : { type: "f", value: fog.near },

"fogFar" : { type: "f", value: fog.far },

},

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

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

depthTest: false

} );

var plane = new THREE.Mesh( new THREE.Plane( 64, 64 ) );

for ( i = 0; i < 8000; i++ ) {

plane.position.x = Math.random() * 1000 - 500;

plane.position.y = - Math.random() * Math.random() * 200 - 15;

plane.position.z = i;

plane.rotation.z = Math.random() * Math.PI;

plane.scale.x = plane.scale.y = Math.random() * Math.random() * 1.5 + 0.5;

GeometryUtils.merge( geometry, plane );

}

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

scene.addObject( mesh );

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

mesh.position.z = - 8000;

scene.addObject( mesh );

renderer = new THREE.WebGLRenderer( { antialias: false } );

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

container.appendChild( renderer.domElement );

document.addEventListener( 'mousemove', onDocumentMouseMove, false );

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

}

function onDocumentMouseMove( event ) {

mouseX = ( event.clientX - windowHalfX ) * 0.25;

mouseY = ( event.clientY - windowHalfY ) * 0.15;

}

function onWindowResize( event ) {

camera.aspect = window.innerWidth / window.innerHeight;

camera.updateProjectionMatrix();

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

}

function animate() {

requestAnimationFrame( animate );

render();

}

function render() {

position = ( ( new Date().getTime() - start_time ) * 0.03 ) % 8000;

camera.position.x += ( mouseX - camera.target.position.x ) * 0.01;

camera.position.y += ( - mouseY - camera.target.position.y ) * 0.01;

camera.position.z = - position + 8000;

camera.target.position.x = camera.position.x;

camera.target.position.y = camera.position.y;

camera.target.position.z = camera.position.z - 1000;

renderer.render( scene, camera );

}

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