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Background Com imagem colorizada com Canvas

Faça voce mesmo com um lindo efeito background colorizado no seu site ou projetos: como colorizar o fundo do site como uma imagem de cor de fundo de celular animada? ShopBox Scripts forneceu um lindo script que faz esse trabalho.
Efeito desejado:

Siga este PEN pow thiago (@anuncios) on CodePen.

CAMPO HTML  
 <canvas id="canvas" width="1400" height="600"></canvas>
CAMPO CSS body { background-color: #000; margin: 0; overflow: hidden; background-repeat: no-repeat; } CAMPO JAVASCRIPT com Canvas var canvas = document.getElementById("canvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Initialize the GL context var gl = canvas.getContext('webgl'); if(!gl){ console.error("Unable to initialize WebGL."); } //Time var time = 0.0; //************** Shader sources ************** var vertexSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; var fragmentSource = ` precision highp float; #define AA uniform float width; uniform float height; vec2 resolution = vec2(width, height); uniform float time; void main(){ float strength = 0.4; float t = time/6.0; vec3 col = vec3(0); vec2 fC = gl_FragCoord.xy; #ifdef AA for(int i = -1; i <= 1; i++) { for(int j = -1; j <= 1; j++) { fC = gl_FragCoord.xy+vec2(i,j)/3.0; #endif //Normalized pixel coordinates (from 0 to 1) vec2 pos = fC/resolution.xy; pos.y /= resolution.x/resolution.y; pos = 4.0*(vec2(0.5) - pos); for(float k = 1.0; k < 7.0; k+=1.0){ pos.x += strength * sin(2.0*t+k*1.5 * pos.y)+t*0.5; pos.y += strength * cos(2.0*t+k*1.5 * pos.x); } //Time varying pixel colour col += 0.5 + 0.5*cos(time+pos.xyx+vec3(0,2,4)); #ifdef AA } } col /= 9.0; #endif //Gamma col = pow(col, vec3(0.4545)); //Fragment colour gl_FragColor = vec4(col,1.0); } `; //************** Utility functions ************** window.addEventListener( 'resize', onWindowResize, false ); function onWindowResize(){ canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); } //Compile shader and combine with source function compileShader(shaderSource, shaderType){ var shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){ throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; } //From https://codepen.io/jlfwong/pen/GqmroZ //Utility to complain loudly if we fail to find the attribute/uniform function getAttribLocation(program, name) { var attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find attribute ' + name + '.'; } return attributeLocation; } function getUniformLocation(program, name) { var attributeLocation = gl.getUniformLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find uniform ' + name + '.'; } return attributeLocation; } //************** Create shaders ************** //Create vertex and fragment shaders var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER); var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER); //Create shader programs var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); //Set up rectangle covering entire canvas var vertexData = new Float32Array([ -1.0, 1.0, // top left -1.0, -1.0, // bottom left 1.0, 1.0, // top right 1.0, -1.0, // bottom right ]); //Create vertex buffer var vertexDataBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW); // Layout of our data in the vertex buffer var positionHandle = getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 (2 values per component) gl.FLOAT, // each component is a float false, // don't normalize values 2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes) 0 // how many bytes inside the buffer to start from ); //Set uniform handle var timeHandle = getUniformLocation(program, 'time'); var widthHandle = getUniformLocation(program, 'width'); var heightHandle = getUniformLocation(program, 'height'); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); var lastFrame = Date.now(); var thisFrame; function draw(){ //Update time thisFrame = Date.now(); time += (thisFrame - lastFrame)/770; lastFrame = thisFrame; //Send uniforms to program gl.uniform1f(timeHandle, time); //Draw a triangle strip connecting vertices 0-4 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(draw); } draw();


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