<! DOCTYPE html >
< html lang = " en" >
< head>
< meta charset = " UTF-8" >
< title> 雨特效</ title>
< link rel = " stylesheet" href = " ./style.css" >
</ head>
< body>
< div id = " wrap-texture" >
< div id = " canvas" > </ div>
< div class = " plane" >
< img data-sampler = " dispImage" id = " texture" src = " https://source.unsplash.com/MFW8BGYKNIE" crossorigin = " anonymous" />
</ div>
</ div>
< script src = " https://www.curtainsjs.com/build/curtains.min.js" > </ script>
< script src = " ./script.js" > </ script>
</ body>
</ html>
window. onload = ( ) => {
const shader = {
vertex : `
#ifdef GL_ES
precision mediump float;
#endif
// lib设置的强制属性
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
// lib设置的强制统一,包含模型视图和投影矩阵
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 dispImageMatrix;
// 将顶点和纹理坐标传递给着色器
varying vec3 vVertexPosition;
varying vec2 vTextureCoord;
void main() {
vec3 vertexPosition = aVertexPosition;
gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);
// 设置varyings
vTextureCoord = (dispImageMatrix * vec4(aTextureCoord, 0., 1.)).xy;
vVertexPosition = vertexPosition;
} ` ,
fragment : `
#ifdef GL_ES
precision mediump float;
#endif
#define PI2 6.28318530718
#define PI 3.14159265359
#define S(a,b,n) smoothstep(a,b,n)
// 获得varyings
varying vec3 vVertexPosition;
varying vec2 vTextureCoord;
// 用uniform声明
uniform float uTime;
uniform vec2 uReso;
uniform vec2 uMouse;
// 纹理采样器
uniform sampler2D dispImage;
uniform sampler2D blurImage;
// 噪声
float N12(vec2 p){
p = fract(p * vec2(123.34, 345.45));
p += dot(p, p + 34.345);
return fract(p.x * p.y);
}
vec3 Layer(vec2 uv0, float t){
vec2 asp = vec2(2., 1.);
vec2 uv1 = uv0 * 3. * asp;
uv1.y += t * .25;
vec2 gv = fract(uv1) - .5;
vec2 id = floor(uv1);
float n = N12(id);
t+= n * PI2;
float w = uv0.y * 10.;
float x = (n - .5) * .8;
x += (.4 - abs(x)) * sin(3. * w) * pow(sin(w), 6.) * .45;
float y = -sin(t + sin(t + sin(t) * .5)) * (.5 - .06);
y -= (gv.x - x) * (gv.x - x); // sesgar;
vec2 dropPos = (gv - vec2(x, y)) / asp;
float drop = S(.03, .02, length(dropPos));
vec2 trailPos = (gv - vec2(x, t * .25)) / asp;
trailPos.y = (fract(trailPos.y * 8.) - .5) / 8.;
float trail = S(.02, .015, length(trailPos));
float fogTrail = S(-.05, .05, dropPos.y);
fogTrail *= S(.5, y, gv.y);
trail *= fogTrail;
fogTrail *= S(.03, .015, abs(dropPos.x));
vec2 off = drop * dropPos + trail * trailPos;
return vec3(off, fogTrail);
}
void main() {
float dist = 5.;
float blurSize = 5.;
float t = mod(uTime * .03, 7200.);
vec4 c = vec4(0);
vec2 uv = vTextureCoord;
vec3 drops = Layer(uv, t);
drops += Layer(uv * 1.25 + 7.54, t);
drops += Layer(uv * 1.35 + 1.54, t);
drops += Layer(uv * 1.57 - 7.54, t);
float blur = blurSize * 7. * (1. - drops.z);
vec4 col = vec4(0.);
int numSamples = 32;
float a = N12(uv) * PI2;
blur *= .0005;
uv += drops.xy * dist;
for(int n = 0; n < 32; n++){
vec2 off = vec2(sin(a), cos(a)) * blur;
float d = fract(sin((float(n) + 1.) * 546.) * 5424.);
d = sqrt(d);
off *= d;
col += texture2D(dispImage, uv + off);
a++;
}
col /= float(numSamples);
gl_FragColor = col;
}
`
} ;
const canvasContainer = document. getElementById ( "canvas" ) ;
const mouse = {
x : 0 ,
y : 0
} ;
const webGLCurtain = new Curtains ( { container : "canvas" } ) ;
const planeElement = document. getElementsByClassName ( "plane" ) [ 0 ] ;
const params = {
vertexShader : shader. vertex,
fragmentShader : shader. fragment,
widthSegments : 40 ,
heightSegments : 40 ,
uniforms : {
time : {
name : "uTime" ,
type : "1f" ,
value : 0
} ,
mousepos : {
name : "uMouse" ,
type : "2f" ,
value : [ mouse. x, mouse. y]
} ,
resolution : {
name : "uReso" ,
type : "2f" ,
value : [ innerWidth, innerHeight]
}
}
} ;
const plane = webGLCurtain. addPlane ( planeElement, params) ;
plane. onRender ( ( ) => {
plane. uniforms. time. value++ ;
plane. uniforms. resolution. value = [ innerWidth, innerHeight] ;
} ) ;
canvasContainer. addEventListener ( "mousemove" , ( { clientX, clientY } ) => {
mouse. x = clientX;
mouse. y = clientY;
plane. uniforms. mousepos. value = [ mouse. x, mouse. y] ;
} ) ;
} ;
body {
position : relative;
width : 100%;
height : 100vh;
margin : 0;
overflow : hidden;
}
#wrap-texture {
position : relative;
}
#canvas {
position : absolute;
top : 0;
right : 0;
bottom : 0;
left : 0;
}
.plane {
width : 100%;
height : 100vh;
}
.plane img {
display : none;
}