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HTML5七夕情人节表白网页(烂漫的空中散落的花瓣3D相册) HTML+CSS+JS 求婚 html生日快乐祝福代码网页 520情人节告白代码 程序员表白源码 3D旋转相册 js烟花代码

發布時間:2024/3/12 HTML 29 豆豆

HTML5七夕情人節表白網頁?爛漫的空中散落的花瓣3D相冊? HTML+CSS+JS 求婚 html生日快樂祝福代碼網頁 520情人節告白代碼 程序員表白源碼 3D旋轉相冊 js煙花代碼 css愛心表白

這是程序員表白系列中的100款網站表白之一,旨在讓任何人都能使用并創建自己的表白網站給心愛的人看。 此波共有100個表白網站,可以任意修改和使用,源碼已上傳,演示網址如下。

🧡文章末尾-已經附上源碼下載地址

🧡作者主頁-更多源碼

🧡100款七夕情人節告白源碼-專欄文章

作品介紹

1.網頁作品簡介 :基于 HTML+CSS+JavaScript 制作七夕情人節表白網頁, 生日祝福, 七夕告白, 求婚, 浪漫愛情3D相冊,炫酷代碼 ,已經兼容手機端和電腦端, 快來制作一款高端的表白網頁送(他/她)生日祝福網頁,制作修改簡單, 需替換圖片和文字即可.可自行更換背景音樂。

2.網頁作品編輯:任意HTML編輯軟件(如:DW、HBuilder、NotePAD 、Vscode 、Sublime 、Webstorm、 Notepad++ )均可修改網頁。

文章目錄

  • HTML5七夕情人節表白網頁?爛漫的空中散落的花瓣3D相冊? HTML+CSS+JS 求婚 html生日快樂祝福代碼網頁 520情人節告白代碼 程序員表白源碼 3D旋轉相冊 js煙花代碼 css愛心表白
  • 作品介紹
  • 一、作品展示
  • 二、文件目錄
  • 三、代碼實現
  • 四、學習資料
  • 五、源碼下載
  • 六、更多源碼

一、作品展示

二、文件目錄

三、代碼實現

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8" /><title>html5+canvas爛漫空中散落的花瓣3D相冊動畫特效</title><meta name="description" content="Change OR Die" /><script src="js/jquery.min.js"></script><link type="text/css" href="./css/style.css" rel="stylesheet" /><style type="text/css">* {margin: 0;padding: 0;list-style-type: none;}a,img {border: 0;}body {font: 12px/180% Arial, Helvetica, sans-serif, "新宋體";}/* 相冊css */html,body {width: 100%;height: 100%;margin: 0;padding: 0;overflow: hidden;}</style></head><body><audio src="music/4.mp3" autoplay="autoplay" loop="loop"></audio><canvas id="sakura"></canvas><div class="box"><ul class="minbox"><li></li><li></li><li></li><li></li><li></li><li></li></ul><ol class="maxbox"><li></li><li></li><li></li><li></li><li></li><li></li></ol></div><!-- sakura shader --><script id="sakura_point_vsh" type="x-shader/x_vertex">uniform mat4 uProjection;uniform mat4 uModelview;uniform vec3 uResolution;uniform vec3 uOffset;uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radiusuniform vec3 uFade; //x:start distance, y:half distance, z:near fade startattribute vec3 aPosition;attribute vec3 aEuler;attribute vec2 aMisc; //x:size, y:fadevarying vec3 pposition;varying float psize;varying float palpha;varying float pdist;//varying mat3 rotMat;varying vec3 normX;varying vec3 normY;varying vec3 normZ;varying vec3 normal;varying float diffuse;varying float specular;varying float rstop;varying float distancefade;void main(void) {// Projection is based on vertical anglevec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);gl_Position = uProjection * pos;gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;pposition = pos.xyz;psize = aMisc.x;pdist = length(pos.xyz);palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);vec3 elrsn = sin(aEuler);vec3 elrcs = cos(aEuler);mat3 rotx = mat3(1.0, 0.0, 0.0,0.0, elrcs.x, elrsn.x,0.0, -elrsn.x, elrcs.x);const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);float tmpdfs = dot(lit, normal);if(tmpdfs < 0.0) {normal = -normal;tmpdfs = dot(lit, normal);}diffuse = 0.4 + tmpdfs;vec3 eyev = normalize(-pos.xyz);if(dot(eyev, normal) > 0.0) {vec3 hv = normalize(eyev + lit);specular = pow(max(dot(hv, normal), 0.0), 20.0);}else {specular = 0.0;}rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);rstop = pow(rstop, 0.5);//-0.69315 = ln(0.5)distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));}</script><script id="sakura_point_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radiusuniform vec3 uFade; //x:start distance, y:half distance, z:near fade startconst vec3 fadeCol = vec3(0.08, 0.03, 0.06);varying vec3 pposition;varying float psize;varying float palpha;varying float pdist;//varying mat3 rotMat;varying vec3 normX;varying vec3 normY;varying vec3 normZ;varying vec3 normal;varying float diffuse;varying float specular;varying float rstop;varying float distancefade;float ellipse(vec2 p, vec2 o, vec2 r) {vec2 lp = (p - o) / r;return length(lp) - 1.0;} wrsn, flwrsn, flwrcs);vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;float r;if(flwrp.x < 0.0) {r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);}else {r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);}if(r > rstop) discard;vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));col *= vec3(1.0, grady, grady);col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));col = col * diffuse + specular;col = mix(fadeCol, col, distancefade);float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;alpha = smoothstep(0.0, 1.0, alpha) * palpha;gl_FragColor = vec4(col * 0.5, alpha);}</script><!-- effects --><script id="fx_common_vsh" type="x-shader/x_vertex">uniform vec3 uResolution;attribute vec2 aPosition;varying vec2 texCoord;varying vec2 screenCoord;void main(void) {gl_Position = vec4(aPosition, 0.0, 1.0);texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);}</script><script id="bg_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform vec2 uTimes;varying vec2 texCoord;varying vec2 screenCoord;void main(void) {vec3 col;float c;vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);c = exp(-pow(length(tmpv) * 1.8, 2.0));col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);gl_FragColor = vec4(col * 0.5, 1.0);}</script><script id="fx_brightbuf_fsh" type="x-shader/x_fragment">#ifdef GL_ES exCoord);gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);}</script><script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;uniform vec4 uBlurDir; //dir(x, y), stride(z, w)varying vec2 texCoord;varying vec2 screenCoord;void main(void) {vec4 col = texture2D(uSrc, texCoord);col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);gl_FragColor = col / 5.0;}</script><!-- effect fragment shader template --><script id="fx_common_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;varying vec2 screenCoord;void main(void) {gl_Position = vec4(aPosition, 0.0, 1.0);texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);}</script><script id="pp_final_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform sampler2D uBloom;uniform vec2 uDelta;varying vec2 texCoord;varying vec2 screenCoord;void main(void) {vec4 srccol = texture2D(uSrc, texCoord) * 2.0;vec4 bloomcol = texture2D(uBloom, texCoord);vec4 col;col = srccol + bloomcol * (vec4(1.0) + srccol);col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)gl_FragColor = vec4(col.rgb, 1.0);gl_FragColor.a = 1.0;}</script><script src="js/index.js"></script></body> </html>

四、學習資料

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適合入門到高級的童鞋們入手~送1000套HTML+CSS+JavaScript模板網站


五、源碼下載

【百度網盤-完整源碼下載地址↓】

鏈接:點我下載源碼 https://pan.baidu.com/s/1UdFzRE6mEKC5D1xALTMbYw
提取碼:8888


六、更多源碼

?100款表白網頁演示地址

?100款表白網頁在線視頻演示

總結

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