过年烟花特效

一:前言

过年了 菜鸡杰 在这给CSDN的伙计们拜年了 这一段时间以来 我特别感谢 我的粉丝 正是因为有你们的陪伴 所以我才会很大动力 去写博客,所以我就准备了一个特效给粉丝们 现在过年不让放烟花 我就改了个代码 改成烟花特效 送给大家

二:特效描述

这是动态的特效 大家拿走代码自己改改就欧克
在这里插入图片描述
在这里插入图片描述

三:上码

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
	<link rel="icon" href="love.ico" type="image/x-icon">
<meta content="width=device-width,initial-scale=1.0,maximum-scale=1.0,user-scalable=no" name="viewport">
<title>新年快乐</title>
</head>

<script src="http://121.43.33.134/js/jquery.min.js" type="text/javascript"></script>
<script src="http://121.43.33.134/js/jquery.fireworks.js" type="text/javascript"></script>

<style type="text/css">
*{ -webkit-tap-highlight-color:rgba(0,0,0,0); -webkit-box-sizing: border-box; box-sizing: border-box; }
html{ width: 100%; height: 100%; }
body{ 			padding: 0;
			margin: 0;
			overflow: hidden;
			height: 600px;
	background-color: #FFDEE9;
	background-image: linear-gradient(0deg, #FFDEE9 0%, #B5FFFC 100%);
	}

		canvas {
			padding: 0;
			margin: 0;
		}
.share_img{ width: 0; height: 0; overflow: hidden; opacity: 0; }
.content{ padding: 80px 20px;}
.text_wrapper{ display: -webkit-box; display: flex; }
.text_wrapper .text{ padding-top: 20px; padding-left: 20px; }
.hide{ display: none !important; }
p{ margin: 0; }
.btn-groups{ padding-right: 20px; text-align: center; }
.heart-btn{ display: inline-block; animation: breath 0.8s linear 0s infinite both; -webkit-animation: breath 0.8s linear 0s infinite both; }
.btn{ position: relative; display: inline-block; width: 60px; height: 60px; margin: 0 30px; transform: rotate(45deg); -webkit-transform: rotate(45deg);}
.btn span{ display: block; width: 100%; height: 100%; line-height: 60px; margin-top: -10px; margin-left: -10px; text-align: center; transform: rotate(-45deg); -webkit-transform: rotate(-45deg); }
.btn-a{ background: #d26ae5; }
.btn-b{ background: #c9c9c9; }
.btn-a:before{ content: ''; position: absolute; display: block; width: 30px; height: 60px; background: #d26ae5; left: -29px; top: 0; border-top-left-radius: 60px; border-bottom-left-radius: 60px; }
.btn-a:after{ content: ''; position: absolute; display: block; width: 60px; height: 30px; background: #d26ae5; left: 0; top: -29px; border-top-left-radius: 60px; border-top-right-radius: 60px;}
.btn-b:before{ content: ''; position: absolute; display: block; width: 30px; height: 60px; background: #c9c9c9; left: -29px; top: 0; border-top-left-radius: 60px; border-bottom-left-radius: 60px; }
.btn-b:after{ content: ''; position: absolute; display: block; width: 60px; height: 30px; background: #c9c9c9; left: 0; top: -29px; border-top-left-radius: 60px; border-top-right-radius: 60px;}
.container{  }
.container .mask{ position: absolute; top: 0; left: 0; right: 0; bottom: 0; background: rgba(0,0,0,0.3); }
.container .modal{ width: 80%; height: 160px; position: absolute; top: 50%; left: 50%; padding: 20px 15px; border-radius: 5px; transform: translate(-50%, -70%); -webkit-transform: translate(-50%,-70%); background: #f3f3f3;}
.container .modal p{ margin-top: 20px; margin-bottom: 20px; font-size: 16px; color: #353535; text-align: center;}
.confirm{ display: block; width: 120px; height: 40px; margin: 0 auto; border: none; font-size: 16px; border-radius: 5px; color: #ffffff; background: #f45cae; }
.type_words{color:#fff;font-size:35px;position:absolute;z-index:10000;width:70%;left:15%;bottom:10%}
@keyframes breath {
	0% {
		transform: scale3d(1,1,1);
		-webkit-transform: scale3d(1,1,1);
		transform-origin: 50% 50%;
	}
	50%{
		transform: scale3d(1.02,1.02,1.02);
		-webkit-transform: scale3d(1.02,1.02,1.02);
		transform-origin: 50% 50%;
	}
	100%{
		transform: scale3d(1,1,1);
		-webkit-transform: scale3d(1,1,1);
		transform-origin: 50% 50%;
	}
}
</style>

<script type="text/javascript">
$(function() {
	$('#yes').click(function(event) {
		modal('新年当然要快乐呀 现在请闭眼(^_^)', function() {
			$('.page_one').addClass('hide');
			$('.page_two').removeClass('hide');
			typeWrite();
			fireworks();

		});
	});
	$('#no').click(function(event) {
		modal('像你这么好看的人怎么会不快乐呢!!', A);
	});
});

function A() {
	modal('are you sure??', B);
}

function B() {
	modal('知道为什么吗', C);
}

function C() {
	modal('欸 就不告诉你嘞', D);
}

function D() {
	modal('自己生闷气吧  哈哈哈', E);
}

function E() {
	modal('叫哥哥就告诉你', F);
}

function F() {
	modal('好啦 不闹了', G);
}

function G() {
	modal('既然 不快乐  那你就点击快乐呀', H);
}

function H() {
	modal('我准备了惊喜给你', I);
}

function I() {
	modal('点开的时候  请一定要闭上眼', J)
}

function J() {
	modal('因为它真的很好看 ', function() {
	typeWrite();
	fireworks();
	});
}

function fireworks() {
	$('.page_one').addClass('hide');
	$('.page_two').removeClass('hide');
	$('.page_two').fireworks({
	  sound: false,
	  opacity: 0.8,
	  width: '100%',
	  height: '100%'
	});
}

function modal(content, callback) {
	var tpl = '<div class="container">'+
							'<div class="mask"></div>'+
							'<div class="modal">'+
								'<p>'+ content +'</p>'+
								'<button type="button" id="confirm" class="confirm">确定</button>'+
							'</div>'+
						'</div>';
	$('body').append(tpl);
	$(document).on('click', '.confirm', function() {
		$('.container').remove();
		callback();
	});
}

var myWords = '新年快乐 祝你寿比南山 永远不死 多吃肉肉 天天有钱花 ';
var x = 0;
var speed = 150;
var current = 0;
function typeWrite(){
	$('.type_words').html(myWords.substring(0, x++));
	var timer = setTimeout("typeWrite()", speed);
	if (x == myWords.length) {
		x = myWords.length;
		clearTimeout(timer)
	}
}

</script>
<body>

<div class="share_img"><img src="http://121.43.33.134/images/a8b.png" alt=""></div>

<div class="page_one">
	<div class="content" style="text-align: center;">
		<div class="text_wrapper">
			<img src="http://121.43.33.134/images/a8.png" alt="">
			<div class="text">
				王永杰隔着屏幕来拜年了 你现在快乐吗
			</div>
		</div>
	</div>
	<div class="btn-groups">
		<div class="heart-btn">
			<div id="yes" class="btn btn-a"><span>快乐</span></div>
		</div>
		<div id="no" class="btn btn-b"><span>不快乐</span></div>
	</div>
</div>
<div class="page_two hide">
	<canvas id="sakura"></canvas>
	<div class="type_words"></div>
</div>
<!-- sakura shader -->
		<script id="sakura_point_vsh" type="x-shader/x_vertex">
			uniform mat4 uProjection;
uniform mat4 uModelview;
uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

void main(void) {
    // Projection is based on vertical angle
    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
    gl_Position = uProjection * pos;
    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;

    pposition = pos.xyz;
    psize = aMisc.x;
    pdist = length(pos.xyz);
    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);

    vec3 elrsn = sin(aEuler);
    vec3 elrcs = cos(aEuler);
    mat3 rotx = mat3(
        1.0, 0.0, 0.0,
        0.0, elrcs.x, elrsn.x,
        0.0, -elrsn.x, elrcs.x
    );
    mat3 roty = mat3(
        elrcs.y, 0.0, -elrsn.y,
        0.0, 1.0, 0.0,
        elrsn.y, 0.0, elrcs.y
    );
    mat3 rotz = mat3(
        elrcs.z, elrsn.z, 0.0,
        -elrsn.z, elrcs.z, 0.0,
        0.0, 0.0, 1.0
    );
    mat3 rotmat = rotx * roty * rotz;
    normal = rotmat[2];

    mat3 trrotm = mat3(
        rotmat[0][0], rotmat[1][0], rotmat[2][0],
        rotmat[0][1], rotmat[1][1], rotmat[2][1],
        rotmat[0][2], rotmat[1][2], rotmat[2][2]
    );
    normX = trrotm[0];
    normY = trrotm[1];
    normZ = trrotm[2];

    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);

    float tmpdfs = dot(lit, normal);
    if(tmpdfs < 0.0) {
        normal = -normal;
        tmpdfs = dot(lit, normal);
    }
    diffuse = 0.4 + tmpdfs;

    vec3 eyev = normalize(-pos.xyz);
    if(dot(eyev, normal) > 0.0) {
        vec3 hv = normalize(eyev + lit);
        specular = pow(max(dot(hv, normal), 0.0), 20.0);
    }
    else {
        specular = 0.0;
    }

    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
    rstop = pow(rstop, 0.5);
    //-0.69315 = ln(0.5)
    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}
</script>
		<script id="sakura_point_fsh" type="x-shader/x_fragment">
			#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

float ellipse(vec2 p, vec2 o, vec2 r) {
    vec2 lp = (p - o) / r;
    return length(lp) - 1.0;
}

void main(void) {
    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
    vec3 d = vec3(0.0, 0.0, -1.0);
    float nd = normZ.z; //dot(-normZ, d);
    if(abs(nd) < 0.0001) discard;

    float np = dot(normZ, p);
    vec3 tp = p + d * np / nd;
    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));

    //angle = 15 degree
    const float flwrsn = 0.258819045102521;
    const float flwrcs = 0.965925826289068;
    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;

    float r;
    if(flwrp.x < 0.0) {
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
    }
    else {
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
    }

    if(r > rstop) discard;

    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
    col *= vec3(1.0, grady, grady);
    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
    col = col * diffuse + specular;

    col = mix(fadeCol, col, distancefade);

    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
    alpha = smoothstep(0.0, 1.0, alpha) * palpha;

    gl_FragColor = vec4(col * 0.5, alpha);
}
</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>
	</body>
	<script>
		// Utilities
		var Vector3 = {};
		var Matrix44 = {};
		Vector3.create = function(x, y, z) {
			return {
				'x': x,
				'y': y,
				'z': z
			};
		};
		Vector3.dot = function(v0, v1) {
			return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
		};
		Vector3.cross = function(v, v0, v1) {
			v.x = v0.y * v1.z - v0.z * v1.y;
			v.y = v0.z * v1.x - v0.x * v1.z;
			v.z = v0.x * v1.y - v0.y * v1.x;
		};
		Vector3.normalize = function(v) {
			var l = v.x * v.x + v.y * v.y + v.z * v.z;
			if (l > 0.00001) {
				l = 1.0 / Math.sqrt(l);
				v.x *= l;
				v.y *= l;
				v.z *= l;
			}
		};
		Vector3.arrayForm = function(v) {
			if (v.array) {
				v.array[0] = v.x;
				v.array[1] = v.y;
				v.array[2] = v.z;
			} else {
				v.array = new Float32Array([v.x, v.y, v.z]);
			}
			return v.array;
		};
		Matrix44.createIdentity = function() {
			return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
		};
		Matrix44.loadProjection = function(m, aspect, vdeg, near, far) {
			var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
			var w = h * aspect;

			m[0] = 2.0 * near / w;
			m[1] = 0.0;
			m[2] = 0.0;
			m[3] = 0.0;

			m[4] = 0.0;
			m[5] = 2.0 * near / h;
			m[6] = 0.0;
			m[7] = 0.0;

			m[8] = 0.0;
			m[9] = 0.0;
			m[10] = -(far + near) / (far - near);
			m[11] = -1.0;

			m[12] = 0.0;
			m[13] = 0.0;
			m[14] = -2.0 * far * near / (far - near);
			m[15] = 0.0;
		};
		Matrix44.loadLookAt = function(m, vpos, vlook, vup) {
			var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
			Vector3.normalize(frontv);
			var sidev = Vector3.create(1.0, 0.0, 0.0);
			Vector3.cross(sidev, vup, frontv);
			Vector3.normalize(sidev);
			var topv = Vector3.create(1.0, 0.0, 0.0);
			Vector3.cross(topv, frontv, sidev);
			Vector3.normalize(topv);

			m[0] = sidev.x;
			m[1] = topv.x;
			m[2] = frontv.x;
			m[3] = 0.0;

			m[4] = sidev.y;
			m[5] = topv.y;
			m[6] = frontv.y;
			m[7] = 0.0;

			m[8] = sidev.z;
			m[9] = topv.z;
			m[10] = frontv.z;
			m[11] = 0.0;

			m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
			m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
			m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
			m[15] = 1.0;
		};

		//
		var timeInfo = {
			'start': 0,
			'prev': 0, // Date
			'delta': 0,
			'elapsed': 0 // Number(sec)
		};

		//
		var gl;
		var renderSpec = {
			'width': 0,
			'height': 0,
			'aspect': 1,
			'array': new Float32Array(3),
			'halfWidth': 0,
			'halfHeight': 0,
			'halfArray': new Float32Array(3)
			// and some render targets. see setViewport()
		};
		renderSpec.setSize = function(w, h) {
			renderSpec.width = w;
			renderSpec.height = h;
			renderSpec.aspect = renderSpec.width / renderSpec.height;
			renderSpec.array[0] = renderSpec.width;
			renderSpec.array[1] = renderSpec.height;
			renderSpec.array[2] = renderSpec.aspect;

			renderSpec.halfWidth = Math.floor(w / 2);
			renderSpec.halfHeight = Math.floor(h / 2);
			renderSpec.halfArray[0] = renderSpec.halfWidth;
			renderSpec.halfArray[1] = renderSpec.halfHeight;
			renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
		};

		function deleteRenderTarget(rt) {
			gl.deleteFramebuffer(rt.frameBuffer);
			gl.deleteRenderbuffer(rt.renderBuffer);
			gl.deleteTexture(rt.texture);
		}

		function createRenderTarget(w, h) {
			var ret = {
				'width': w,
				'height': h,
				'sizeArray': new Float32Array([w, h, w / h]),
				'dtxArray': new Float32Array([1.0 / w, 1.0 / h])
			};
			ret.frameBuffer = gl.createFramebuffer();
			ret.renderBuffer = gl.createRenderbuffer();
			ret.texture = gl.createTexture();

			gl.bindTexture(gl.TEXTURE_2D, ret.texture);
			gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

			gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
			gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);

			gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
			gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
			gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);

			gl.bindTexture(gl.TEXTURE_2D, null);
			gl.bindRenderbuffer(gl.RENDERBUFFER, null);
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);

			return ret;
		}

		function compileShader(shtype, shsrc) {
			var retsh = gl.createShader(shtype);

			gl.shaderSource(retsh, shsrc);
			gl.compileShader(retsh);

			if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
				var errlog = gl.getShaderInfoLog(retsh);
				gl.deleteShader(retsh);
				console.error(errlog);
				return null;
			}
			return retsh;
		}

		function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
			var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
			var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);

			if (vsh == null || fsh == null) {
				return null;
			}

			var prog = gl.createProgram();
			gl.attachShader(prog, vsh);
			gl.attachShader(prog, fsh);

			gl.deleteShader(vsh);
			gl.deleteShader(fsh);

			gl.linkProgram(prog);
			if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
				var errlog = gl.getProgramInfoLog(prog);
				console.error(errlog);
				return null;
			}

			if (uniformlist) {
				prog.uniforms = {};
				for (var i = 0; i < uniformlist.length; i++) {
					prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
				}
			}

			if (attrlist) {
				prog.attributes = {};
				for (var i = 0; i < attrlist.length; i++) {
					var attr = attrlist[i];
					prog.attributes[attr] = gl.getAttribLocation(prog, attr);
				}
			}

			return prog;
		}

		function useShader(prog) {
			gl.useProgram(prog);
			for (var attr in prog.attributes) {
				gl.enableVertexAttribArray(prog.attributes[attr]);;
			}
		}

		function unuseShader(prog) {
			for (var attr in prog.attributes) {
				gl.disableVertexAttribArray(prog.attributes[attr]);;
			}
			gl.useProgram(null);
		}

		/
		var projection = {
			'angle': 60,
			'nearfar': new Float32Array([0.1, 100.0]),
			'matrix': Matrix44.createIdentity()
		};
		var camera = {
			'position': Vector3.create(0, 0, 100),
			'lookat': Vector3.create(0, 0, 0),
			'up': Vector3.create(0, 1, 0),
			'dof': Vector3.create(10.0, 4.0, 8.0),
			'matrix': Matrix44.createIdentity()
		};

		var pointFlower = {};
		var meshFlower = {};
		var sceneStandBy = false;

		var BlossomParticle = function() {
			this.velocity = new Array(3);
			this.rotation = new Array(3);
			this.position = new Array(3);
			this.euler = new Array(3);
			this.size = 1.0;
			this.alpha = 1.0;
			this.zkey = 0.0;
		};

		BlossomParticle.prototype.setVelocity = function(vx, vy, vz) {
			this.velocity[0] = vx;
			this.velocity[1] = vy;
			this.velocity[2] = vz;
		};

		BlossomParticle.prototype.setRotation = function(rx, ry, rz) {
			this.rotation[0] = rx;
			this.rotation[1] = ry;
			this.rotation[2] = rz;
		};

		BlossomParticle.prototype.setPosition = function(nx, ny, nz) {
			this.position[0] = nx;
			this.position[1] = ny;
			this.position[2] = nz;
		};

		BlossomParticle.prototype.setEulerAngles = function(rx, ry, rz) {
			this.euler[0] = rx;
			this.euler[1] = ry;
			this.euler[2] = rz;
		};

		BlossomParticle.prototype.setSize = function(s) {
			this.size = s;
		};

		BlossomParticle.prototype.update = function(dt, et) {
			this.position[0] += this.velocity[0] * dt;
			this.position[1] += this.velocity[1] * dt;
			this.position[2] += this.velocity[2] * dt;

			this.euler[0] += this.rotation[0] * dt;
			this.euler[1] += this.rotation[1] * dt;
			this.euler[2] += this.rotation[2] * dt;
		};

		function createPointFlowers() {
			// get point sizes
			var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
			renderSpec.pointSize = {
				'min': prm[0],
				'max': prm[1]
			};

			var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
			var frgsrc = document.getElementById("sakura_point_fsh").textContent;

			pointFlower.program = createShader(
				vtxsrc, frgsrc,
				['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
				['aPosition', 'aEuler', 'aMisc']
			);

			useShader(pointFlower.program);
			pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
			pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);

			// paramerters: velocity[3], rotate[3]
			pointFlower.numFlowers = 1600;
			pointFlower.particles = new Array(pointFlower.numFlowers);
			// vertex attributes {position[3], euler_xyz[3], size[1]}
			pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
			pointFlower.positionArrayOffset = 0;
			pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
			pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

			pointFlower.buffer = gl.createBuffer();
			gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
			gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
			gl.bindBuffer(gl.ARRAY_BUFFER, null);

			unuseShader(pointFlower.program);

			for (var i = 0; i < pointFlower.numFlowers; i++) {
				pointFlower.particles[i] = new BlossomParticle();
			}
		}

		function initPointFlowers() {
			//area
			pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
			pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

			pointFlower.fader.x = 10.0; //env fade start
			pointFlower.fader.y = pointFlower.area.z; //env fade half
			pointFlower.fader.z = 0.1; //near fade start

			//particles
			var PI2 = Math.PI * 2.0;
			var tmpv3 = Vector3.create(0, 0, 0);
			var tmpv = 0;
			var symmetryrand = function() {
				return (Math.random() * 2.0 - 1.0);
			};
			for (var i = 0; i < pointFlower.numFlowers; i++) {
				var tmpprtcl = pointFlower.particles[i];

				//velocity
				tmpv3.x = symmetryrand() * 0.3 + 0.8;
				tmpv3.y = symmetryrand() * 0.2 - 1.0;
				tmpv3.z = symmetryrand() * 0.3 + 0.5;
				Vector3.normalize(tmpv3);
				tmpv = 2.0 + Math.random() * 1.0;
				tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

				//rotation
				tmpprtcl.setRotation(
					symmetryrand() * PI2 * 0.5,
					symmetryrand() * PI2 * 0.5,
					symmetryrand() * PI2 * 0.5
				);

				//position
				tmpprtcl.setPosition(
					symmetryrand() * pointFlower.area.x,
					symmetryrand() * pointFlower.area.y,
					symmetryrand() * pointFlower.area.z
				);

				//euler
				tmpprtcl.setEulerAngles(
					Math.random() * Math.PI * 2.0,
					Math.random() * Math.PI * 2.0,
					Math.random() * Math.PI * 2.0
				);

				//size
				tmpprtcl.setSize(0.9 + Math.random() * 0.1);
			}
		}

		function renderPointFlowers() {
			//update
			var PI2 = Math.PI * 2.0;
			var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
			var repeatPos = function(prt, cmp, limit) {
				if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
					//out of area
					if (prt.position[cmp] > 0) {
						prt.position[cmp] -= limit * 2.0;
					} else {
						prt.position[cmp] += limit * 2.0;
					}
				}
			};
			var repeatEuler = function(prt, cmp) {
				prt.euler[cmp] = prt.euler[cmp] % PI2;
				if (prt.euler[cmp] < 0.0) {
					prt.euler[cmp] += PI2;
				}
			};

			for (var i = 0; i < pointFlower.numFlowers; i++) {
				var prtcl = pointFlower.particles[i];
				prtcl.update(timeInfo.delta, timeInfo.elapsed);
				repeatPos(prtcl, 0, pointFlower.area.x);
				repeatPos(prtcl, 1, pointFlower.area.y);
				repeatPos(prtcl, 2, pointFlower.area.z);
				repeatEuler(prtcl, 0);
				repeatEuler(prtcl, 1);
				repeatEuler(prtcl, 2);

				prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;

				prtcl.zkey = (camera.matrix[2] * prtcl.position[0] +
					camera.matrix[6] * prtcl.position[1] +
					camera.matrix[10] * prtcl.position[2] +
					camera.matrix[14]);
			}

			// sort
			pointFlower.particles.sort(function(p0, p1) {
				return p0.zkey - p1.zkey;
			});

			// update data
			var ipos = pointFlower.positionArrayOffset;
			var ieuler = pointFlower.eulerArrayOffset;
			var imisc = pointFlower.miscArrayOffset;
			for (var i = 0; i < pointFlower.numFlowers; i++) {
				var prtcl = pointFlower.particles[i];
				pointFlower.dataArray[ipos] = prtcl.position[0];
				pointFlower.dataArray[ipos + 1] = prtcl.position[1];
				pointFlower.dataArray[ipos + 2] = prtcl.position[2];
				ipos += 3;
				pointFlower.dataArray[ieuler] = prtcl.euler[0];
				pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
				pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
				ieuler += 3;
				pointFlower.dataArray[imisc] = prtcl.size;
				pointFlower.dataArray[imisc + 1] = prtcl.alpha;
				imisc += 2;
			}

			//draw
			gl.enable(gl.BLEND);
			//gl.disable(gl.DEPTH_TEST);
			gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

			var prog = pointFlower.program;
			useShader(prog);

			gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
			gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
			gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
			gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
			gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));

			gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
			gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

			gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset *
				Float32Array.BYTES_PER_ELEMENT);
			gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array
				.BYTES_PER_ELEMENT);
			gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array
				.BYTES_PER_ELEMENT);

			// doubler
			for (var i = 1; i < 2; i++) {
				var zpos = i * -2.0;
				pointFlower.offset[0] = pointFlower.area.x * -1.0;
				pointFlower.offset[1] = pointFlower.area.y * -1.0;
				pointFlower.offset[2] = pointFlower.area.z * zpos;
				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

				pointFlower.offset[0] = pointFlower.area.x * -1.0;
				pointFlower.offset[1] = pointFlower.area.y * 1.0;
				pointFlower.offset[2] = pointFlower.area.z * zpos;
				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

				pointFlower.offset[0] = pointFlower.area.x * 1.0;
				pointFlower.offset[1] = pointFlower.area.y * -1.0;
				pointFlower.offset[2] = pointFlower.area.z * zpos;
				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

				pointFlower.offset[0] = pointFlower.area.x * 1.0;
				pointFlower.offset[1] = pointFlower.area.y * 1.0;
				pointFlower.offset[2] = pointFlower.area.z * zpos;
				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			}

			//main
			pointFlower.offset[0] = 0.0;
			pointFlower.offset[1] = 0.0;
			pointFlower.offset[2] = 0.0;
			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

			gl.bindBuffer(gl.ARRAY_BUFFER, null);
			unuseShader(prog);

			gl.enable(gl.DEPTH_TEST);
			gl.disable(gl.BLEND);
		}

		// effects
		//common util
		function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
			var ret = {};
			var unifs = ['uResolution', 'uSrc', 'uDelta'];
			if (exunifs) {
				unifs = unifs.concat(exunifs);
			}
			var attrs = ['aPosition'];
			if (exattrs) {
				attrs = attrs.concat(exattrs);
			}

			ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
			useShader(ret.program);

			ret.dataArray = new Float32Array([
				-1.0, -1.0,
				1.0, -1.0,
				-1.0, 1.0,
				1.0, 1.0
			]);
			ret.buffer = gl.createBuffer();
			gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
			gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

			gl.bindBuffer(gl.ARRAY_BUFFER, null);
			unuseShader(ret.program);

			return ret;
		}

		// basic usage
		// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
		// gl.uniform**(...); //additional uniforms
		// drawEffect()
		// unuseEffect(prog)
		// TEXTURE0 makes src
		function useEffect(fxobj, srctex) {
			var prog = fxobj.program;
			useShader(prog);
			gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

			if (srctex != null) {
				gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
				gl.uniform1i(prog.uniforms.uSrc, 0);

				gl.activeTexture(gl.TEXTURE0);
				gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
			}
		}

		function drawEffect(fxobj) {
			gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
			gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
			gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
		}

		function unuseEffect(fxobj) {
			unuseShader(fxobj.program);
		}

		var effectLib = {};

		function createEffectLib() {

			var vtxsrc, frgsrc;
			//common
			var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;

			//background
			frgsrc = document.getElementById("bg_fsh").textContent;
			effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);

			// make brightpixels buffer
			frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
			effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);

			// direction blur
			frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
			effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);

			//final composite
			vtxsrc = document.getElementById("pp_final_vsh").textContent;
			frgsrc = document.getElementById("pp_final_fsh").textContent;
			effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
		}

		// background
		function createBackground() {
			//console.log("create background");
		}

		function initBackground() {
			//console.log("init background");
		}

		function renderBackground() {
			gl.disable(gl.DEPTH_TEST);

			useEffect(effectLib.sceneBg, null);
			gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
			drawEffect(effectLib.sceneBg);
			unuseEffect(effectLib.sceneBg);

			gl.enable(gl.DEPTH_TEST);
		}

		// post process
		var postProcess = {};

		function createPostProcess() {
			//console.log("create post process");
		}

		function initPostProcess() {
			//console.log("init post process");
		}

		function renderPostProcess() {
			gl.enable(gl.TEXTURE_2D);
			gl.disable(gl.DEPTH_TEST);
			var bindRT = function(rt, isclear) {
				gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
				gl.viewport(0, 0, rt.width, rt.height);
				if (isclear) {
					gl.clearColor(0, 0, 0, 0);
					gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
				}
			};

			//make bright buff
			bindRT(renderSpec.wHalfRT0, true);
			useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
			drawEffect(effectLib.mkBrightBuf);
			unuseEffect(effectLib.mkBrightBuf);

			// make bloom
			for (var i = 0; i < 2; i++) {
				var p = 1.5 + 1 * i;
				var s = 2.0 + 1 * i;
				bindRT(renderSpec.wHalfRT1, true);
				useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
				gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
				drawEffect(effectLib.dirBlur);
				unuseEffect(effectLib.dirBlur);

				bindRT(renderSpec.wHalfRT0, true);
				useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
				gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
				drawEffect(effectLib.dirBlur);
				unuseEffect(effectLib.dirBlur);
			}

			//display
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			gl.viewport(0, 0, renderSpec.width, renderSpec.height);
			gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

			useEffect(effectLib.finalComp, renderSpec.mainRT);
			gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
			gl.activeTexture(gl.TEXTURE1);
			gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
			drawEffect(effectLib.finalComp);
			unuseEffect(effectLib.finalComp);

			gl.enable(gl.DEPTH_TEST);
		}

		/
		var SceneEnv = {};

		function createScene() {
			createEffectLib();
			createBackground();
			createPointFlowers();
			createPostProcess();
			sceneStandBy = true;
		}

		function initScene() {
			initBackground();
			initPointFlowers();
			initPostProcess();

			//camera.position.z = 17.320508;
			camera.position.z = pointFlower.area.z + projection.nearfar[0];
			projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
			Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection
				.nearfar[1]);
		}

		function renderScene() {
			//draw
			Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);

			gl.enable(gl.DEPTH_TEST);

			//gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
			gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
			gl.clearColor(0.005, 0, 0.05, 0);
			gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

			renderBackground();
			renderPointFlowers();
			renderPostProcess();
		}

		/
		function onResize(e) {
			makeCanvasFullScreen(document.getElementById("sakura"));
			setViewports();
			if (sceneStandBy) {
				initScene();
			}
		}

		function setViewports() {
			renderSpec.setSize(gl.canvas.width, gl.canvas.height);

			gl.clearColor(0.2, 0.2, 0.5, 1.0);
			gl.viewport(0, 0, renderSpec.width, renderSpec.height);

			var rtfunc = function(rtname, rtw, rth) {
				var rt = renderSpec[rtname];
				if (rt) deleteRenderTarget(rt);
				renderSpec[rtname] = createRenderTarget(rtw, rth);
			};
			rtfunc('mainRT', renderSpec.width, renderSpec.height);
			rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
			rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
			rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
			rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
		}

		function render() {
			renderScene();
		}

		var animating = true;

		function toggleAnimation(elm) {
			animating ^= true;
			if (animating) animate();
			if (elm) {
				elm.innerHTML = animating ? "Stop" : "Start";
			}
		}

		function stepAnimation() {
			if (!animating) animate();
		}

		function animate() {
			var curdate = new Date();
			timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
			timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
			timeInfo.prev = curdate;

			if (animating) requestAnimationFrame(animate);
			render();
		}

		function makeCanvasFullScreen(canvas) {
			var b = document.body;
			var d = document.documentElement;
			fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
			fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);
			canvas.width = fullw;
			canvas.height = fullh;
		}

		window.addEventListener('load', function(e) {
			var canvas = document.getElementById("sakura");
			try {
				makeCanvasFullScreen(canvas);
				gl = canvas.getContext('experimental-webgl');
			} catch (e) {
				alert("WebGL not supported." + e);
				console.error(e);
				return;
			}

			window.addEventListener('resize', onResize);

			setViewports();
			createScene();
			initScene();

			timeInfo.start = new Date();
			timeInfo.prev = timeInfo.start;
			animate();
		});

		//set window.requestAnimationFrame
		(function(w, r) {
			w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function(c) {
				w.setTimeout(c, 1000 / 60);
			};
		})(window, 'equestAnimationFrame');
	</script>
<audio autoplay="autoplay" loop="loop" preload="auto"
            src="http://music.163.com/song/media/outer/url?id=488249475.mp3">
</audio>
</body>
</html>

再次感谢 你能默默的关注我 再见2021 2022我来了 我希望2022年我一定不要有对象 一定呀

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