粘性图片动画效果
代码语言:html
所属分类:图片放大
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html>
<html lang="en">
<head>
<title> - Sticky Image Effect </title>
<style>
body { margin: 0; overflow: hidden}
canvas {width: 100%; display: block;}
.cursor, .dot{
position: absolute;
top: 0;
left: 0;
pointer-events: none;
border-radius: 50%;
}
.cursor{
width: 2rem;
height: 2rem;
border: .1rem solid #C9D7D8;
}
.dot{
background-color: #C9D7D8;
height: .5rem;
width: .5rem;
}
</style>
</head>
<body translate="no">
<div class="content">
</div>
<div class="cursor"></div>
<div class="dot"></div>
<script id="vs" type="f">
// https://tympanus.net/codrops/2019/04/10/how-to-create-a-sticky-image-effect-with-three-js/comment-page-1/#comment-476238
uniform float u_progress;
uniform float u_direction;
uniform float u_waveIntensity;
uniform float u_offset;
uniform float u_time;
varying vec2 vUv;
void main(){
vec3 pos = position.xyz;
float dist = length(uv - .5);
float maxDist = length(vec2(.5));
float normDist = dist / maxDist;
float stickOut = normDist;
float stickIn = -normDist;
float stickEff = mix(stickOut, stickIn, u_direction);
float stick = .5;
float waveIn = u_progress * (1./stick);
float waveOut = -(u_progress - 1.) * (1./(1. - stick));
float stickProg = min(waveIn, waveOut);
float offIn = clamp(waveIn, 0., 1.);
float offOut = clamp(1. - waveOut, 0., 1.);
float offProg = mix(offIn, offOut, u_direction);
pos.z += stickEff * u_offset * stickProg - u_offset * offProg;
pos.z += sin(dist * 8. - u_time * 10.) * u_waveIntensity;
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
</script>
<script id="fs" type="f">
#define S(a,b,n) smoothstep(a,b,n)
#define pi2 6.28318530718
#define pi 3.14159265359
uniform float u_time;
uniform float u_volatility;
uniform vec2 u_res;
uniform vec2 u_mouse;
uniform vec2 u_directionMouse;
uniform vec2 u_textureFactor;
uniform vec2 u_texture2Factor;
uniform sampler2D u_text0;
varying vec2 vUv;
vec2 centeredAspectRatio(vec2 uvs, vec2 factor){
return uvs * factor - factor / 2. + 0.5;
}
void main() {
vec2 uv = vUv;
vec2 st = (gl_FragCoord.xy - .5 * u_res) / min(u_res.x, u_res.y) * vec2(.4, 1.);
vec2 mouse_normalized = (u_mouse - .5 * u_res) / min(u_res.x, u_res.y) * vec2(.4, 1.);
float vel = u_volatility;
float dist = length(mouse_normalized - st);
float m_color = S(.2, .01, dist);
vec4 tex1 = vec4(1.);
vel += vel * 2.;
uv.x -= (sin(uv.y) * m_color * vel / 100.) * u_directionMouse.x;
uv.y -= (sin(uv.x) * m_color * vel / 100.) * u_directionMouse.y;
tex1.g = texture2D(u_text0, centeredAspectRatio(uv, u_textureFactor)).g;
uv.x -= (sin(uv.y) * m_color * vel / 150.) * u_directionMouse.x;
uv.y -= (sin(uv.x) * m_color * vel / 150.) * u_directionMouse.y;
tex1.r = texture2D(u_text0, centeredAspectRatio(uv, u_textureFactor)).r;
uv.x -= (sin(uv.y) * m_color * vel / 300.) * u_directionMouse.x;
uv.y -= (sin(uv.x) * m_color * vel / 300.) * u_directionMouse.y;
tex1.b = texture2D(u_text0, centeredAspectRatio(uv, u_textureFactor)).b;
gl_FragColor = tex1;
}
</script>
<script src='http://repo.bfw.wiki/bfwrepo/js/three.js'></script>
<script src='http://repo.bfw.wiki/bfwrepo/js/TweenMax.min.js'></script>
<script>
class Vec2 {
constructor() {
this.pi = Math.PI;
this.pi2 = this.pi * 2;
}
add(p1, p2) {
const x = p1.x + p2.x;
const y = p1.y + p2.y;
return this.set(x, y);
}
sub(p1, p2) {
const x = p1.x - p2.x;
const y = p1.y - p2.y;
return this.set(x, y);
}
div(p1, p2) {
const x = p1.x / p2.x;
.........完整代码请登录后点击上方下载按钮下载查看
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