爱心炫酷动效源码

流动光线爱心

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <title>爱茜茜</title>
    <link rel="stylesheet" href="css/style.css" />
  </head>
  <style>
    body {
        background-color: #000;
        margin: 0;
        overflow: hidden;
        background-repeat: no-repeat;
    }
  </style>
  <body>
    <!-- 绘画爱心 -->
    <canvas id="canvas" width="1400" height="600"></canvas>
    <!-- js部分 -->
    <script>
      var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Initialize the GL context
var gl = canvas.getContext('webgl');
if (!gl) {
    console.error("Unable to initialize WebGL.");
}
//Time step
var dt = 0.015;
//Time
var time = 0.0;
//************** Shader sources **************
var vertexSource = `
attribute vec2 position;
void main() {
	gl_Position = vec4(position, 0.0, 1.0);
}
`;

var fragmentSource = `
precision highp float;

uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);

uniform float time;

#define POINT_COUNT 8

vec2 points[POINT_COUNT];
const float speed = -0.5;
const float len = 0.25;
float intensity = 0.9;
float radius = 0.015;

//https://www.shadertoy.com/view/MlKcDD
//Signed distance to a quadratic bezier
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){    
	vec2 a = B - A;
	vec2 b = A - 2.0*B + C;
	vec2 c = a * 2.0;
	vec2 d = A - pos;

	float kk = 1.0 / dot(b,b);
	float kx = kk * dot(a,b);
	float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
	float kz = kk * dot(d,a);      

	float res = 0.0;

	float p = ky - kx*kx;
	float p3 = p*p*p;
	float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
	float h = q*q + 4.0*p3;

	if(h >= 0.0){ 
		h = sqrt(h);
		vec2 x = (vec2(h, -h) - q) / 2.0;
		vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
		float t = uv.x + uv.y - kx;
		t = clamp( t, 0.0, 1.0 );

		// 1 root
		vec2 qos = d + (c + b*t)*t;
		res = length(qos);
	}else{
		float z = sqrt(-p);
		float v = acos( q/(p*z*2.0) ) / 3.0;
		float m = cos(v);
		float n = sin(v)*1.732050808;
		vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
		t = clamp( t, 0.0, 1.0 );

		// 3 roots
		vec2 qos = d + (c + b*t.x)*t.x;
		float dis = dot(qos,qos);
        
		res = dis;

		qos = d + (c + b*t.y)*t.y;
		dis = dot(qos,qos);
		res = min(res,dis);
		
		qos = d + (c + b*t.z)*t.z;
		dis = dot(qos,qos);
		res = min(res,dis);

		res = sqrt( res );
	}
    
	return res;
}


//http://mathworld.wolfram.com/HeartCurve.html
vec2 getHeartPosition(float t){
	return vec2(16.0 * sin(t) * sin(t) * sin(t),
							-(13.0 * cos(t) - 5.0 * cos(2.0*t)
							- 2.0 * cos(3.0*t) - cos(4.0*t)));
}

//https://www.shadertoy.com/view/3s3GDn
float getGlow(float dist, float radius, float intensity){
	return pow(radius/dist, intensity);
}

float getSegment(float t, vec2 pos, float offset, float scale){
	for(int i = 0; i < POINT_COUNT; i++){
		points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28);
	}
    
	vec2 c = (points[0] + points[1]) / 2.0;
	vec2 c_prev;
	float dist = 10000.0;
    
	for(int i = 0; i < POINT_COUNT-1; i++){
		//https://tinyurl.com/y2htbwkm
		c_prev = c;
		c = (points[i] + points[i+1]) / 2.0;
		dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));
	}
	return max(0.0, dist);
}

void main(){
	vec2 uv = gl_FragCoord.xy/resolution.xy;
	float widthHeightRatio = resolution.x/resolution.y;
	vec2 centre = vec2(0.5, 0.5);
	vec2 pos = centre - uv;
	pos.y /= widthHeightRatio;
	//Shift upwards to centre heart
	pos.y += 0.02;
	float scale = 0.000015 * height;
	
	float t = time;
    
	//Get first segment
	float dist = getSegment(t, pos, 0.0, scale);
	float glow = getGlow(dist, radius, intensity);
    
	vec3 col = vec3(0.0);
    
	//White core
	col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
	//Pink glow
	col += glow * vec3(0.94,0.14,0.4);
    
	//Get second segment
	dist = getSegment(t, pos, 3.4, scale);
	glow = getGlow(dist, radius, intensity);
    
	//White core
	col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
	//Blue glow
	col += glow * vec3(0.2,0.6,1.0);
        
	//Tone mapping
	col = 1.0 - exp(-col);

	//Output to screen
 	gl_FragColor = vec4(col,1.0);
}
`;

//************** Utility functions **************

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

function onWindowResize() {
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.uniform1f(widthHandle, window.innerWidth);
    gl.uniform1f(heightHandle, window.innerHeight);
}


//Compile shader and combine with source
function compileShader(shaderSource, shaderType) {
    var shader = gl.createShader(shaderType);
    gl.shaderSource(shader, shaderSource);
    gl.compileShader(shader);
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
    }
    return shader;
}

//From https://codepen.io/jlfwong/pen/GqmroZ
//Utility to complain loudly if we fail to find the attribute/uniform
function getAttribLocation(program, name) {
    var attributeLocation = gl.getAttribLocation(program, name);
    if (attributeLocation === -1) {
        throw 'Cannot find attribute ' + name + '.';
    }
    return attributeLocation;
}

function getUniformLocation(program, name) {
    var attributeLocation = gl.getUniformLocation(program, name);
    if (attributeLocation === -1) {
        throw 'Cannot find uniform ' + name + '.';
    }
    return attributeLocation;
}

//************** Create shaders **************

//Create vertex and fragment shaders
var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);

//Create shader programs
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);

gl.useProgram(program);

//Set up rectangle covering entire canvas 
var vertexData = new Float32Array([-1.0, 1.0, // top left
    -1.0, -1.0, // bottom left
    1.0, 1.0, // top right
    1.0, -1.0, // bottom right
]);

//Create vertex buffer
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);

// Layout of our data in the vertex buffer
var positionHandle = getAttribLocation(program, 'position');

gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,
    2, // position is a vec2 (2 values per component)
    gl.FLOAT, // each component is a float
    false, // don't normalize values
    2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes)
    0 // how many bytes inside the buffer to start from
);

//Set uniform handle
var timeHandle = getUniformLocation(program, 'time');
var widthHandle = getUniformLocation(program, 'width');
var heightHandle = getUniformLocation(program, 'height');

gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);

function draw() {
    //Update time
    time += dt;

    //Send uniforms to program
    gl.uniform1f(timeHandle, time);
    //Draw a triangle strip connecting vertices 0-4
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

    requestAnimationFrame(draw);
}

draw();
    </script>
  </body>
</html>

弥漫爱心

<!DOCTYPE html>
<html>
<head>
	<title>爱茜茜</title>
</head>
<style>
  *{
    padding: 0;
    margin: 0;
  }
  html, body {
    height: 100%;
    padding: 0;
    margin: 0;
    background: #000;
  }
  canvas {
    position: absolute;
    width: 100%;
    height: 100%;
  }
  .aa{
    position: fixed;
    left: 50%;
    bottom: 10px;
    color: #ccc
  }
</style>
<body>
    <canvas id="pinkboard"></canvas>
 
    <script> 
    /*
    * Settings
    */
    var settings = {
      particles: {
        length:   500, // maximum amount of particles
        duration:   2, // particle duration in sec
        velocity: 100, // particle velocity in pixels/sec
        effect: -0.75, // play with this for a nice effect
        size:      30, // particle size in pixels
      },
    };
    
    /*
    * RequestAnimationFrame polyfill by Erik M?ller
    */
    (function(){var b=0;var c=["ms","moz","webkit","o"];for(var a=0;a<c.length&&!window.requestAnimationFrame;++a){window.requestAnimationFrame=window[c[a]+"RequestAnimationFrame"];window.cancelAnimationFrame=window[c[a]+"CancelAnimationFrame"]||window[c[a]+"CancelRequestAnimationFrame"]}if(!window.requestAnimationFrame){window.requestAnimationFrame=function(h,e){var d=new Date().getTime();var f=Math.max(0,16-(d-b));var g=window.setTimeout(function(){h(d+f)},f);b=d+f;return g}}if(!window.cancelAnimationFrame){window.cancelAnimationFrame=function(d){clearTimeout(d)}}}());
    
    /*
    * Point class
    */
    var Point = (function() {
      function Point(x, y) {
        this.x = (typeof x !== 'undefined') ? x : 0;
        this.y = (typeof y !== 'undefined') ? y : 0;
      }
      Point.prototype.clone = function() {
        return new Point(this.x, this.y);
      };
      Point.prototype.length = function(length) {
        if (typeof length == 'undefined')
          return Math.sqrt(this.x * this.x + this.y * this.y);
        this.normalize();
        this.x *= length;
        this.y *= length;
        return this;
      };
      Point.prototype.normalize = function() {
        var length = this.length();
        this.x /= length;
        this.y /= length;
        return this;
      };
      return Point;
    })();
    
    /*
    * Particle class
    */
    var Particle = (function() {
      function Particle() {
        this.position = new Point();
        this.velocity = new Point();
        this.acceleration = new Point();
        this.age = 0;
      }
      Particle.prototype.initialize = function(x, y, dx, dy) {
        this.position.x = x;
        this.position.y = y;
        this.velocity.x = dx;
        this.velocity.y = dy;
        this.acceleration.x = dx * settings.particles.effect;
        this.acceleration.y = dy * settings.particles.effect;
        this.age = 0;
      };
      Particle.prototype.update = function(deltaTime) {
        this.position.x += this.velocity.x * deltaTime;
        this.position.y += this.velocity.y * deltaTime;
        this.velocity.x += this.acceleration.x * deltaTime;
        this.velocity.y += this.acceleration.y * deltaTime;
        this.age += deltaTime;
      };
      Particle.prototype.draw = function(context, image) {
        function ease(t) {
          return (--t) * t * t + 1;
        }
        var size = image.width * ease(this.age / settings.particles.duration);
        context.globalAlpha = 1 - this.age / settings.particles.duration;
        context.drawImage(image, this.position.x - size / 2, this.position.y - size / 2, size, size);
      };
      return Particle;
    })();
    
    /*
    * ParticlePool class
    */
    var ParticlePool = (function() {
      var particles,
          firstActive = 0,
          firstFree   = 0,
          duration    = settings.particles.duration;
      
      function ParticlePool(length) {
        // create and populate particle pool
        particles = new Array(length);
        for (var i = 0; i < particles.length; i++)
          particles[i] = new Particle();
      }
      ParticlePool.prototype.add = function(x, y, dx, dy) {
        particles[firstFree].initialize(x, y, dx, dy);
        
        // handle circular queue
        firstFree++;
        if (firstFree   == particles.length) firstFree   = 0;
        if (firstActive == firstFree       ) firstActive++;
        if (firstActive == particles.length) firstActive = 0;
      };
      ParticlePool.prototype.update = function(deltaTime) {
        var i;
        
        // update active particles
        if (firstActive < firstFree) {
          for (i = firstActive; i < firstFree; i++)
            particles[i].update(deltaTime);
        }
        if (firstFree < firstActive) {
          for (i = firstActive; i < particles.length; i++)
            particles[i].update(deltaTime);
          for (i = 0; i < firstFree; i++)
            particles[i].update(deltaTime);
        }
        
        // remove inactive particles
        while (particles[firstActive].age >= duration && firstActive != firstFree) {
          firstActive++;
          if (firstActive == particles.length) firstActive = 0;
        }
        
        
      };
      ParticlePool.prototype.draw = function(context, image) {
        // draw active particles
        if (firstActive < firstFree) {
          for (i = firstActive; i < firstFree; i++)
            particles[i].draw(context, image);
        }
        if (firstFree < firstActive) {
          for (i = firstActive; i < particles.length; i++)
            particles[i].draw(context, image);
          for (i = 0; i < firstFree; i++)
            particles[i].draw(context, image);
        }
      };
      return ParticlePool;
    })();
    
    /*
    * Putting it all together
    */
    (function(canvas) {
      var context = canvas.getContext('2d'),
          particles = new ParticlePool(settings.particles.length),
          particleRate = settings.particles.length / settings.particles.duration, // particles/sec
          time;
      
      // get point on heart with -PI <= t <= PI
      function pointOnHeart(t) {
        return new Point(
          160 * Math.pow(Math.sin(t), 3),
          130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25
        );
      }
      
      // creating the particle image using a dummy canvas
      var image = (function() {
        var canvas  = document.createElement('canvas'),
            context = canvas.getContext('2d');
        canvas.width  = settings.particles.size;
        canvas.height = settings.particles.size;
        // helper function to create the path
        function to(t) {
          var point = pointOnHeart(t);
          point.x = settings.particles.size / 2 + point.x * settings.particles.size / 350;
          point.y = settings.particles.size / 2 - point.y * settings.particles.size / 350;
          return point;
        }
        // create the path
        context.beginPath();
        var t = -Math.PI;
        var point = to(t);
        context.moveTo(point.x, point.y);
        while (t < Math.PI) {
          t += 0.01; // baby steps!
          point = to(t);
          context.lineTo(point.x, point.y);
        }
        context.closePath();
        // create the fill
        context.fillStyle = '#ea80b0';
        context.fill();
        // create the image
        var image = new Image();
        image.src = canvas.toDataURL();
        return image;
      })();
      
      // render that thing!
      function render() {
        // next animation frame
        requestAnimationFrame(render);
        
        // update time
        var newTime   = new Date().getTime() / 1000,
            deltaTime = newTime - (time || newTime);
        time = newTime;
        
        // clear canvas
        context.clearRect(0, 0, canvas.width, canvas.height);
        
        // create new particles
        var amount = particleRate * deltaTime;
        for (var i = 0; i < amount; i++) {
          var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
          var dir = pos.clone().length(settings.particles.velocity);
          particles.add(canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y);
        }
        
        // update and draw particles
        particles.update(deltaTime);
        particles.draw(context, image);
      }
      
      // handle (re-)sizing of the canvas
      function onResize() {
        canvas.width  = canvas.clientWidth;
        canvas.height = canvas.clientHeight;
      }
      window.onresize = onResize;
      
      // delay rendering bootstrap
      setTimeout(function() {
        onResize();
        render();
      }, 10);
    })(document.getElementById('pinkboard'));
  </script>
</body>
</html>

流星散落爱心

<!DOCTYPE html>
<html lang="en" >
<head>
  <meta charset="UTF-8">
  <title>爱茜茜</title>
</head>
<style>
   html,body{
    border: 0;
    padding: 0;
    margin: 0;
    overflow: hidden;
    background: #000;
  }
  .info{
    z-index:999;
    position : absolute;
    left:0;
    top:0;
    padding:10px;
    color:#fff;
    background: rgba(0,0,0,0.5);
    text-transform:capitalize;
  }
</style>
<body>
  <canvas width="300" height="300" style="width:100%;height:100vh;" id="c"></canvas>

  <script>
    var canvas = document.getElementById('c');
    var ctx = canvas.getContext("2d");
    var height = void 0,width = void 0,innerpoints = [],outerpoints = [],particles = [];

    var noofpoints = 200,trashold = 10;
    var x = void 0,y = void 0,p = void 0,n = void 0,point = void 0,dx = void 0,dy = void 0,color = void 0;
    deltaangle = Math.PI * 2 / noofpoints,
    r = Math.min(height, width) * 0.5;

    var distance = function distance(x1, y1, x2, y2) {
      return Math.sqrt(Math.pow(y2 - y1, 2) + Math.pow(x2 - x1, 2));
    };
    var mapVal = function mapVal(num, in_min, in_max, out_min, out_max) {
      return (num - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
    };
    var resize = function resize() {
      height = ctx.canvas.clientHeight;
      width = ctx.canvas.clientWidth;

      if (ctx.canvas.clientWidth !== canvas.width ||
      ctx.canvas.clientHeight !== canvas.height)
      {
        console.log("resized");
        canvas.width = width;
        canvas.height = height;
        ctx.translate(canvas.width / 2, canvas.height / 2);
        ctx.rotate(-Math.PI);
        innerpoints = [];
        r = 10;
        for (var i = deltaangle; i <= Math.PI * 2; i += deltaangle) {
          x = r * 16 * Math.pow(Math.sin(i), 3);
          y = r * (13 * Math.cos(i) - 5 * Math.cos(2 * i) - 2 * Math.cos(3 * i) - Math.cos(4 * i));
          innerpoints.push({
            x: x,
            y: y });


          x = 10 * r * 16 * Math.pow(Math.sin(i), 3);
          y = 10 * r * (13 * Math.cos(i) - 5 * Math.cos(2 * i) - 2 * Math.cos(3 * i) - Math.cos(4 * i));
          outerpoints.push({
            x: x,
            y: y });


          var step = random(0.001, 0.003, true);
          particles.push({
            step: step,
            x: x,
            y: y });

        }
      }
    };
    var random = function random(min, max, isFloat) {
      if (isFloat) {
        return Math.random() * (max - min) + min;
      }
      return ~~(Math.random() * (max - min) + min);
    };

    resize();

    //particles = [...outerpoints];
    ctx.globalAlpha = 0.5;
    ctx.globalCompositeOperation = 'source-over';
    var draw = function draw() {
      ctx.fillStyle = "rgba(0,0,0,0.03)";
      ctx.fillRect(-width, -height, width * 2, height * 2);
      ctx.beginPath();

      for (var i = 0; i < innerpoints.length; i++) {
        s = outerpoints[i];
        d = innerpoints[i];
        point = particles[i];

        if (distance(point.x, point.y, d.x, d.y) > 10) {
          dx = d.x - s.x;
          dy = d.y - s.y;

          point.x += dx * point.step;
          point.y += dy * point.step;
          color = distance(0, 0, point.x, point.y);
          ctx.beginPath();
          ctx.fillStyle = "hsl(" + color % 360 + ",100%,50%)";
          ctx.arc(point.x, point.y, 2, 0, Math.PI * 2, false);
          ctx.closePath();
          ctx.fill();
        } else {
          point.x = d.x;
          point.y = d.y;
          ctx.beginPath();
          ctx.arc(point.x, point.y, 2, 0, Math.PI * 2, false);
          ctx.closePath();
          ctx.fill();
          particles[i].x = s.x;
          particles[i].y = s.y;
          particles[i].step = random(0.001, 0.003, true);
        }
      }

    };


    var render = function render() {
      resize();
      draw();
      requestAnimationFrame(render);
    };

    requestAnimationFrame(render);

  </script>
</body>
</html>

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