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這篇文章主要為大家展示了“HTML如何實現動態散花背景”,內容簡而易懂,條理清晰,希望能夠幫助大家解決疑惑,下面讓小編帶領大家一起研究并學習一下“HTML如何實現動態散花背景”這篇文章吧。
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>動態散花背景</title> <meta name="description" content="Change OR Die" /> </head> <body> <style type="text/css"> *{margin:0;padding:0;list-style-type:none;} a,img{border:0;} body{font:12px/180% Arial, Helvetica, sans-serif, "新宋體";} </style> <canvas id="sakura"></canvas> <!-- 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> <script src="js/index.js"></script> <div style="text-align:center;"> <p></p> </div> </body> </html>
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