用html写一个雨的特效

html 复制代码
<!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>
<!-- partial -->
  <script src="https://www.curtainsjs.com/build/curtains.min.js"></script>
<script src="./script.js"></script>
</body>
</html>
js 复制代码
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;
      }
      `
    };
  
    // canvas
    const canvasContainer = document.getElementById("canvas");
    const mouse = {
      x: 0,
      y: 0
    };
    // 设置WebGL,并将canvas附加到container
    const webGLCurtain = new Curtains({container: "canvas"});
    
    // 获取平面元素
    const planeElement = document.getElementsByClassName("plane")[0];
    
    // 设置初始参数
    const params = {
      vertexShader: shader.vertex, // 顶点着色器
      fragmentShader: shader.fragment, // framgent着色器
      widthSegments: 40,
      heightSegments: 40, // 现在有40*40*6=9600个顶点
      uniforms: {
        time: {
          name: "uTime", // 传递给着色器统一名称
          type: "1f", 
          value: 0
        },
        mousepos: {
          name: "uMouse",
          type: "2f",
          value: [mouse.x, mouse.y]
        },
        resolution: {
          name: "uReso",
          type: "2f",
          value: [innerWidth, innerHeight]
        }
      }
    };
  
    // 创建平面网格
    const plane = webGLCurtain.addPlane(planeElement, params);
  
    plane.onRender(() => {
      plane.uniforms.time.value++; // 更新统一值
  
      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];
    });
  };
css 复制代码
body {
    position: relative;
    width: 100%;
    height: 100vh;
    margin: 0;
    overflow: hidden;
}

#wrap-texture {
    position: relative;
}

#canvas {
    /* canvas 的大小 */
    position: absolute;
    top: 0;
    right: 0;
    bottom: 0;
    left: 0;
}

.plane {
    /* 限制 plane 的大小 */
    width: 100%;
    height: 100vh;
}

.plane img {
    /* 隐藏 img 对象 */
    display: none;
}
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