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1500字范文 > 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

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

时间:2023-06-08 03:05:17

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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

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 css爱心表白

这是程序员表白系列中的100款网站表白之一,旨在让任何人都能使用并创建自己的表白网站给心爱的人看。 此波共有100个表白网站,可以任意修改和使用,源码已上传,演示网址如下。

🧡文章末尾-已经附上源码下载地址

🧡作者主页-更多源码

🧡100款七夕情人节告白源码-专栏文章

作品介绍

1.网页作品简介:基于HTML+CSS+JavaScript 制作七夕情人节表白网页, 生日祝福, 七夕告白, 求婚, 浪漫爱情3D相册,炫酷代码,已经兼容手机端和电脑端, 快来制作一款高端的表白网页送(他/她)生日祝福网页,制作修改简单, 需替换图片和文字即可.可自行更换背景音乐。

2.网页作品编辑:任意HTML编辑软件(如:DW、HBuilder、NotePAD 、Vscode 、Sublime 、Webstorm、 Notepad++)均可修改网页。

文章目录

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 css爱心表白作品介绍一、作品展示二、文件目录三、代码实现四、学习资料五、源码下载六、更多源码

一、作品展示

二、文件目录

三、代码实现

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "/TR/xhtml1/DTD/xhtml1-transitional.dtd"><html xmlns="/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8" /><title>html5+canvas烂漫空中散落的花瓣3D相册动画特效</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, "新宋体";}/* 相册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_ESexCoord);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、学习资料

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适合入门到高级的童鞋们入手~送1000套HTML+CSS+JavaScript模板网站


五、源码下载

【百度网盘-完整源码下载地址↓】

链接:点我下载源码 /s/1UdFzRE6mEKC5D1xALTMbYw

提取码:8888


六、更多源码

❤100款表白网页演示地址

❤100款表白网页在线视频演示

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

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