html5 canvas基于webgl制作的仿ps羽化笔刷液态动画特效,羽化笔刷跟随鼠标移动绘画,很有梦幻效果。
js代码
<script id="vertexShader" type="x-shader/x-vertex">
attribute vec4 a_position;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main() {
gl_Position = a_position;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_noise;
uniform sampler2D u_buffer;
uniform bool u_bufferpass;
#define PI 3.141592653589793
#define TAU 6.283185307179586
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
#define pow2(x) (x * x)
const int samples = 2;
const float sigma = float(samples) * 0.25;
float gaussian(vec2 i) {
return 1.0 / (2.0 * PI * pow2(sigma)) * exp(-((pow2(i.x) + pow2(i.y)) / (2.0 * pow2(sigma))));
}
vec3 blur(sampler2D sp, vec2 uv, vec2 scale) {
vec3 col = vec3(0.0);
float accum = 0.0;
float weight;
vec2 offset;
for (int x = -samples / 2; x < samples / 2; ++x) {
for (int y = -samples / 2; y < samples / 2; ++y) {
offset = vec2(x, y);
weight = gaussian(offset);
col += texture2D(sp, uv + scale * offset).rgb * weight;
accum += weight;
}
}
return col / accum;
}
const float blurStrength = 2.;
const float blurMultiplier = 0.998;
void main() {
vec2 uv = getScreenSpace();
vec2 sample = gl_FragCoord.xy / u_resolution;
vec3 colour = vec3(sin(uv.x)*.5+.5, sin(uv.y)*.5+.5, 1.);
float s = texture2D(u_buffer, sample).r;
vec2 ps = vec2(1.0) / u_resolution.xy;
if(u_bufferpass) {
s = (blur(u_buffer, sample + vec2(.001), ps*blurStrength) * blurMultiplier).r;
float c = s * .999 + smoothstep(length(ps)*20., .0, length(uv - u_mouse)*.5) * .5;
colour = vec3(c);
} else {
colour = mix(vec3(0.2), colour, sin(s)*.5+.5);
colour *= colour*2.;
}
gl_FragColor = vec4(colour,1.0);
}
</script>
<script src='js/apxlmx.js'></script>
<script src="js/index.js"></script>
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