五彩泡沫html5游戏,利用HTML5实现三维立体泡沫方块移动特效

特效描述:利用HTML5实现 三维立体 泡沫方块 移动特效。利用HTML5实现三维立体泡沫方块移动特效

代码结构

1. 引入CSS

2. 引入JS

3. HTML代码

//

// Description : Array and textureless GLSL 2D/3D/4D simplex

// noise functions.

// Author : Ian McEwan, Ashima Arts.

// Maintainer : stegu

// Lastmod : 20110822 (ijm)

// License : Copyright (C) 2011 Ashima Arts. All rights reserved.

// Distributed under the MIT License. See LICENSE file.

// https://github.com/ashima/webgl-noise

// https://github.com/stegu/webgl-noise

//

vec4 mod289(vec4 x) {

return x - floor(x * (1.0 / 289.0)) * 289.0; }

float mod289(float x) {

return x - floor(x * (1.0 / 289.0)) * 289.0; }

vec4 permute(vec4 x) {

return mod289(((x*34.0)+1.0)*x);

}

float permute(float x) {

return mod289(((x*34.0)+1.0)*x);

}

vec4 taylorInvSqrt(vec4 r)

{

return 1.79284291400159 - 0.85373472095314 * r;

}

float taylorInvSqrt(float r)

{

return 1.79284291400159 - 0.85373472095314 * r;

}

vec4 grad4(float j, vec4 ip)

{

const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);

vec4 p,s;

p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;

p.w = 1.5 - dot(abs(p.xyz), ones.xyz);

s = vec4(lessThan(p, vec4(0.0)));

p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;

return p;

}

// (sqrt(5) - 1)/4 = F4, used once below

#define F4 0.309016994374947451

float snoise(vec4 v)

{

const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4

0.276393202250021, // 2 * G4

0.414589803375032, // 3 * G4

-0.447213595499958); // -1 + 4 * G4

// First corner

vec4 i = floor(v + dot(v, vec4(F4)) );

vec4 x0 = v - i + dot(i, C.xxxx);

// Other corners

// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)

vec4 i0;

vec3 isX = step( x0.yzw, x0.xxx );

vec3 isYZ = step( x0.zww, x0.yyz );

// i0.x = dot( isX, vec3( 1.0 ) );

i0.x = isX.x + isX.y + isX.z;

i0.yzw = 1.0 - isX;

// i0.y += dot( isYZ.xy, vec2( 1.0 ) );

i0.y += isYZ.x + isYZ.y;

i0.zw += 1.0 - isYZ.xy;

i0.z += isYZ.z;

i0.w += 1.0 - isYZ.z;

// i0 now contains the unique values 0,1,2,3 in each channel

vec4 i3 = clamp( i0, 0.0, 1.0 );

vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );

vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );

// x0 = x0 - 0.0 + 0.0 * C.xxxx

// x1 = x0 - i1 + 1.0 * C.xxxx

// x2 = x0 - i2 + 2.0 * C.xxxx

// x3 = x0 - i3 + 3.0 * C.xxxx

// x4 = x0 - 1.0 + 4.0 * C.xxxx

vec4 x1 = x0 - i1 + C.xxxx;

vec4 x2 = x0 - i2 + C.yyyy;

vec4 x3 = x0 - i3 + C.zzzz;

vec4 x4 = x0 + C.wwww;

// Permutations

i = mod289(i);

float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);

vec4 j1 = permute( permute( permute( permute (

i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))

+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))

+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))

+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));

// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope

// 7*7*6 = 294, which is close to the ring size 17*17 = 289.

vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;

vec4 p0 = grad4(j0, ip);

vec4 p1 = grad4(j1.x, ip);

vec4 p2 = grad4(j1.y, ip);

vec4 p3 = grad4(j1.z, ip);

vec4 p4 = grad4(j1.w, ip);

// Normalise gradients

vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));

p0 *= norm.x;

p1 *= norm.y;

p2 *= norm.z;

p3 *= norm.w;

p4 *= taylorInvSqrt(dot(p4,p4));

// Mix contributions from the five corners

vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);

vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);

m0 = m0 * m0;

m1 = m1 * m1;

return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))

+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;

}

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