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Threejs实现 区块链网络效应

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开发领域:前端开发 | AI 应用 | Web3D | 元宇宙
技术栈:JavaScript、React、ThreeJs、WebGL、Go
经验经验:6 年+ 前端开发经验,专注于图形渲染和 AI 技术
经验经验:演示地址
开源项目:智简未来、晓智元宇宙、数字孪生引擎 、源码地址

演示地址: https://shader.shuqin.cc/lscczl
源码地址: https://github.com/dezhizhang/shadertoy

代码实现

import * as THREE from 'three';// Vertex Shader
const vertexShader = `
varying vec2 vUv;void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;// Fragment Shader
const fragmentShader = `
#define S(a, b, t) smoothstep(a, b, t)
#define NUM_LAYERS 4.uniform vec3 iResolution;
uniform vec2 iMouse;
uniform float iTime;float N21(vec2 p) {vec3 a = fract(vec3(p.xyx) * vec3(213.897, 653.453, 253.098));a += dot(a, a.yzx + 79.76);return fract((a.x + a.y) * a.z);
}vec2 GetPos(vec2 id, vec2 offs, float t) {float n = N21(id+offs);float n1 = fract(n*10.);float n2 = fract(n*100.);float a = t+n;return offs + vec2(sin(a*n1), cos(a*n2))*.4;
}float df_line(in vec2 a, in vec2 b, in vec2 p) {vec2 pa = p - a, ba = b - a;float h = clamp(dot(pa,ba) / dot(ba,ba), 0., 1.);    return length(pa - ba * h);
}float line(vec2 a, vec2 b, vec2 uv) {float r1 = .04;float r2 = .01;float d = df_line(a, b, uv);float d2 = length(a-b);float fade = S(1.5, .5, d2);fade += S(.05, .02, abs(d2-.75));return S(r1, r2, d)*fade;
}float NetLayer(vec2 st, float n, float t) {vec2 id = floor(st)+n;st = fract(st)-.5;vec2 p[9];int i=0;for(float y=-1.; y<=1.; y++) {for(float x=-1.; x<=1.; x++) {p[i++] = GetPos(id, vec2(x,y), t);}}float m = 0.;float sparkle = 0.;for(int i=0; i<9; i++) {m += line(p[4], p[i], st);float d = length(st-p[i]);float s = (.005/(d*d));s *= S(1., .7, d);float pulse = sin((fract(p[i].x)+fract(p[i].y)+t)*5.)*.4+.6;pulse = pow(pulse, 20.);s *= pulse;sparkle += s;}m += line(p[1], p[3], st);m += line(p[1], p[5], st);m += line(p[7], p[5], st);m += line(p[7], p[3], st);float sPhase = (sin(t+n)+sin(t*.1))*.25+.5;sPhase += pow(sin(t*.1)*.5+.5, 50.)*5.;m += sparkle*sPhase;return m;
}void main() {vec2 fragCoord = gl_FragCoord.xy;vec2 uv = (fragCoord - iResolution.xy * 0.5) / iResolution.y;vec2 M = iMouse.xy / iResolution.xy - 0.5;float t = iTime * 0.1;float s = sin(t);float c = cos(t);mat2 rot = mat2(c, -s, s, c);vec2 st = uv * rot;  M *= rot * 2.0;float m = 0.0;for(float i = 0.0; i < 1.0; i += 1.0 / NUM_LAYERS) {float z = fract(t + i);float size = mix(15.0, 1.0, z);float fade = S(0.0, 0.6, z) * S(1.0, 0.8, z);m += fade * NetLayer(st * size - M * z, i, iTime);}vec3 baseCol = vec3(s, cos(t * 0.4), -sin(t * 0.24)) * 0.4 + 0.6;vec3 col = baseCol * m;gl_FragColor = vec4(col, 1.0);
}
`;// Three.js Scene
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 2;const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);const uniforms = {iTime: { value: 0 },iResolution: { value: new THREE.Vector3(window.innerWidth, window.innerHeight, 1) },iMouse: { value: new THREE.Vector2() }
};const material = new THREE.ShaderMaterial({vertexShader,fragmentShader,uniforms
});const plane = new THREE.Mesh(new THREE.PlaneGeometry(window.innerWidth, window.innerHeight), material);
scene.add(plane);// Animation Loop
function animate() {uniforms.iTime.value += 0.05;renderer.render(scene, camera);requestAnimationFrame(animate);
}// Handle Resize
window.addEventListener('resize', () => {renderer.setSize(window.innerWidth, window.innerHeight);camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();uniforms.iResolution.value.set(window.innerWidth, window.innerHeight, 1);
});// Handle Mouse
window.addEventListener('mousemove', (event) => {uniforms.iMouse.value.set(event.clientX, event.clientY);
});animate();

在这里插入图片描述

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