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Эффект наведения изображения с шейдерами

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19-октября-2023, 21:31   1   0

Эффект наведения изображения с шейдерами

Наведите указатель мыши на изображение пальмы, чтобы получить анимацию сбоя ввиде вертикальных шторок, в которой красный, зеленый и синий каналы разделяются. Этот запоминающийся эффект, созданный с помощью ThreeJS.

HTML

<div id="imageContainer">
  <img id="myImage" src="https://assets.codepen.io/9051928/palm-tree.jpg">
</div>


CSS

body {
  display: flex;
  justify-content: center;
  align-items: center;
  height: 100vh;
  margin: 1vh 5vw;

  background-color: #111215;
  font-family: "IBM Plex Sans", sans-serif;
  color: white;
}

canvas {
  display: block;
}

#imageContainer {
  position: relative;
  width: 800px;
  height: 800px;
  overflow: hidden;
  display: flex;
  justify-content: center;
  align-items: center;
  border-radius: 10px;
  max-width: 100%;
  filter: saturate(0);
  transition: all ease 0.5s;
}

#imageContainer:hover {
  filter: saturate(100%);
}

#imageContainer > * {
  position: absolute;
  inset: 0;
  width: 100% !important;
  height: 100% !important;
  object-fit: cover;
}


JS

// variables
const imageContainer = document.getElementById("imageContainer");
const imageElement = document.getElementById("myImage");

let easeFactor = 0.02;
let scene, camera, renderer, planeMesh;
let mousePosition = { x: 0.5, y: 0.5 };
let targetMousePosition = { x: 0.5, y: 0.5 };
let mouseStopTimeout;
let aberrationIntensity = 0.0;
let lastPosition = { x: 0.5, y: 0.5 };
let prevPosition = { x: 0.5, y: 0.5 };

// shaders
const vertexShader = `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
`;

const fragmentShader = `
    varying vec2 vUv;
    uniform sampler2D u_texture;    
    uniform vec2 u_mouse;
    uniform vec2 u_prevMouse;
    uniform float u_aberrationIntensity;

    void main() {
        vec2 gridUV = floor(vUv * vec2(20.0, 20.0)) / vec2(20.0, 20.0);
        vec2 centerOfPixel = gridUV + vec2(1.0/20.0, 1.0/20.0);
        
        vec2 mouseDirection = u_mouse - u_prevMouse;
        
        vec2 pixelToMouseDirection = centerOfPixel - u_mouse;
        float pixelDistanceToMouse = length(pixelToMouseDirection);
        float strength = smoothstep(0.3, 0.0, pixelDistanceToMouse);
 
        vec2 uvOffset = strength * - mouseDirection * 0.2;
        vec2 uv = vUv - uvOffset;

        vec4 colorR = texture2D(u_texture, uv + vec2(strength * u_aberrationIntensity * 0.01, 0.0));
        vec4 colorG = texture2D(u_texture, uv);
        vec4 colorB = texture2D(u_texture, uv - vec2(strength * u_aberrationIntensity * 0.01, 0.0));

        gl_FragColor = vec4(colorR.r, colorG.g, colorB.b, 1.0);
    }
`;

function initializeScene(texture) {
  //   scene creation
  scene = new THREE.Scene();

  // camera setup
  camera = new THREE.PerspectiveCamera(
    80,
    imageElement.offsetWidth / imageElement.offsetHeight,
    0.01,
    10
  );
  camera.position.z = 1;

  //   uniforms
  let shaderUniforms = {
    u_mouse: { type: "v2", value: new THREE.Vector2() },
    u_prevMouse: { type: "v2", value: new THREE.Vector2() },
    u_aberrationIntensity: { type: "f", value: 0.0 },
    u_texture: { type: "t", value: texture }
  };

  //   creating a plane mesh with materials
  planeMesh = new THREE.Mesh(
    new THREE.PlaneGeometry(2, 2),
    new THREE.ShaderMaterial({
      uniforms: shaderUniforms,
      vertexShader,
      fragmentShader
    })
  );

  //   add mesh to scene
  scene.add(planeMesh);

  //   render
  renderer = new THREE.WebGLRenderer();
  renderer.setSize(imageElement.offsetWidth, imageElement.offsetHeight);

  //   create a canvas
  imageContainer.appendChild(renderer.domElement);
}

// use the existing image from html in the canvas
initializeScene(new THREE.TextureLoader().load(imageElement.src));

animateScene();

function animateScene() {
  requestAnimationFrame(animateScene);

  mousePosition.x += (targetMousePosition.x - mousePosition.x) * easeFactor;
  mousePosition.y += (targetMousePosition.y - mousePosition.y) * easeFactor;

  planeMesh.material.uniforms.u_mouse.value.set(
    mousePosition.x,
    1.0 - mousePosition.y
  );

  planeMesh.material.uniforms.u_prevMouse.value.set(
    prevPosition.x,
    1.0 - prevPosition.y
  );

  aberrationIntensity = Math.max(0.0, aberrationIntensity - 0.05);

  planeMesh.material.uniforms.u_aberrationIntensity.value = aberrationIntensity;

  renderer.render(scene, camera);
}

// event listeners
imageContainer.addEventListener("mousemove", handleMouseMove);
imageContainer.addEventListener("mouseenter", handleMouseEnter);
imageContainer.addEventListener("mouseleave", handleMouseLeave);

function handleMouseMove(event) {
  easeFactor = 0.02;
  let rect = imageContainer.getBoundingClientRect();
  prevPosition = { ...targetMousePosition };

  targetMousePosition.x = (event.clientX - rect.left) / rect.width;
  targetMousePosition.y = (event.clientY - rect.top) / rect.height;

  aberrationIntensity = 1;
}

function handleMouseEnter(event) {
  easeFactor = 0.02;
  let rect = imageContainer.getBoundingClientRect();

  mousePosition.x = targetMousePosition.x = (event.clientX - rect.left) / rect.width;
  mousePosition.y = targetMousePosition.y = (event.clientY - rect.top) / rect.height;
}

function handleMouseLeave() {
  easeFactor = 0.05;
  targetMousePosition = { ...prevPosition };
}

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