Модификации Тильды

three.js слайдер с анимацией

2026-01-21 17:34
Инструкция:
1. Добавить код в HTML элемент внутри зеро блока.
2. Заменить ссылки на изображения. При необходимости добавить свои.
3. Вставить код в блок T123.
4. В "displacement" заменить "disp1.jpg" на ссылку на своё изображение.
5. Настроить анимацию, изменяя параметры: width, scaleX, scaleY.


Код в HTML элемент:
<div id="content" class="content">
	<div id="slider" data-images='["ссылка на изображение","ссылка на изображение"]' data-displacement=""></div>
</div>
Код в блок T123:
<style>
    
    canvas, #content {
        height: 100% !important;
        width: 100% !important;
    }
    
</style>

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r125/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.6.0/gsap.min.js"></script>

<script>
class Sketch {
  constructor(opts) {
    this.scene = new THREE.Scene();
    this.vertex = `varying vec2 vUv;void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );}`;
    this.fragment = opts.fragment;
    this.uniforms = opts.uniforms;
    this.renderer = new THREE.WebGLRenderer();
    this.width = window.innerWidth;
    this.height = window.innerHeight;
    this.renderer.setPixelRatio(window.devicePixelRatio);
    this.renderer.setSize(this.width, this.height);
    this.renderer.setClearColor(0xeeeeee, 1);
    this.duration = opts.duration || 1;
    this.debug = opts.debug || false
    this.easing = opts.easing || 'easeInOut'

    this.clicker = document.getElementById("content");

    this.container = document.getElementById("slider");
    this.images = JSON.parse(this.container.getAttribute('data-images'));
    this.width = this.container.offsetWidth;
    this.height = this.container.offsetHeight;
    this.container.appendChild(this.renderer.domElement);

    this.camera = new THREE.PerspectiveCamera(
      70,
      window.innerWidth / window.innerHeight,
      0.001,
      1000
    );

    this.camera.position.set(0, 0, 2);
    this.time = 0;
    this.current = 0;
    this.textures = [];

    this.paused = true;
    this.initiate(()=>{
      console.log(this.textures);
      this.setupResize();
      this.settings();
      this.addObjects();
      this.resize();
      this.clickEvent();
      this.play();
    })
    


  }

  initiate(cb){
    const promises = [];
    let that = this;
    this.images.forEach((url,i)=>{
      let promise = new Promise(resolve => {
        that.textures[i] = new THREE.TextureLoader().load( url, resolve );
      });
      promises.push(promise);
    })

    Promise.all(promises).then(() => {
      cb();
    });
  }

  clickEvent(){
    this.clicker.addEventListener('click',()=>{
      this.next();
    })
  }

  settings() {
    let that = this;
    this.settings = {progress:0.5};

    Object.keys(this.uniforms).forEach((item)=> {
      this.settings[item] = this.uniforms[item].value;
    })
  }
  
  setupResize() {
    window.addEventListener("resize", this.resize.bind(this));
  }

  resize() {
    this.width = this.container.offsetWidth;
    this.height = this.container.offsetHeight;
    this.renderer.setSize(this.width, this.height);
    this.camera.aspect = this.width / this.height;
    

    // image cover
    this.imageAspect = this.textures[0].image.height/this.textures[0].image.width;
    let a1; let a2;
    if(this.height/this.width>this.imageAspect) {
      a1 = (this.width/this.height) * this.imageAspect ;
      a2 = 1;
    } else{
      a1 = 1;
      a2 = (this.height/this.width) / this.imageAspect;
    }

    this.material.uniforms.resolution.value.x = this.width;
    this.material.uniforms.resolution.value.y = this.height;
    this.material.uniforms.resolution.value.z = a1;
    this.material.uniforms.resolution.value.w = a2;

    const dist  = this.camera.position.z;
    const height = 1;
    this.camera.fov = 2*(180/Math.PI)*Math.atan(height/(2*dist));

    this.plane.scale.x = this.camera.aspect;
    this.plane.scale.y = 1;

    this.camera.updateProjectionMatrix();


  }

  addObjects() {
    let that = this;
    this.material = new THREE.ShaderMaterial({
      extensions: {
        derivatives: "#extension GL_OES_standard_derivatives : enable"
      },
      side: THREE.DoubleSide,
      uniforms: {
        time: { type: "f", value: 0 },
        progress: { type: "f", value: 0 },
        border: { type: "f", value: 0 },
        intensity: { type: "f", value: 0 },
        scaleX: { type: "f", value: 40 },
        scaleY: { type: "f", value: 40 },
        transition: { type: "f", value: 40 },
        swipe: { type: "f", value: 0 },
        width: { type: "f", value: 0 },
        radius: { type: "f", value: 0 },
        texture1: { type: "f", value: this.textures[0] },
        texture2: { type: "f", value: this.textures[1] },
        displacement: { type: "f", value: new THREE.TextureLoader().load('disp1.jpg') },
        resolution: { type: "v4", value: new THREE.Vector4() },
      },
      vertexShader: this.vertex,
      fragmentShader: this.fragment
    });

    this.geometry = new THREE.PlaneGeometry(1, 1, 2, 2);

    this.plane = new THREE.Mesh(this.geometry, this.material);
    this.scene.add(this.plane);
  }

  stop() {
    this.paused = true;
  }

  play() {
    this.paused = false;
    this.render();
  }

  next(){
    if(this.isRunning) return;
    this.isRunning = true;
    let len = this.textures.length;
    let nextTexture =this.textures[(this.current +1)%len];
    this.material.uniforms.texture2.value = nextTexture;
    let tl = new TimelineMax();
    tl.to(this.material.uniforms.progress,this.duration,{
      value:1,
      ease: Power2[this.easing],
      onComplete:()=>{
        console.log('FINISH');
        this.current = (this.current +1)%len;
        this.material.uniforms.texture1.value = nextTexture;
        this.material.uniforms.progress.value = 0;
        this.isRunning = false;
    }})
  }
  render() {
    if (this.paused) return;
    this.time += 0.05;
    this.material.uniforms.time.value = this.time;

    Object.keys(this.uniforms).forEach((item)=> {
      this.material.uniforms[item].value = this.settings[item];
    });


    requestAnimationFrame(this.render.bind(this));
    this.renderer.render(this.scene, this.camera);
  }
}


let sketch = new Sketch({
	duration: 1.5,
	debug: true,
	easing: 'easeOut',
	uniforms: {
		width: {value: 5.5, type:'f', min:0, max:10},
		scaleX: {value: 10, type:'f', min:0.1, max:60},
		scaleY: {value: 10, type:'f', min:0.1, max:60},
	},
	fragment: `
		uniform float time;
		uniform float progress;
		uniform float width;
		uniform float scaleX;
		// uniform float border;
		uniform float scaleY;
		uniform sampler2D texture1;
		uniform sampler2D texture2;
		uniform sampler2D displacement;
		uniform vec4 resolution;

		varying vec2 vUv;
		varying vec4 vPosition;

		//	Classic Perlin 3D Noise 
		//	by Stefan Gustavson
		//
		vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
		vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
		vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

		float cnoise(vec4 P){
		  ;
		  vec4 Pi0 = floor(P); // Integer part for indexing
		  vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
		  Pi0 = mod(Pi0, 289.0);
		  Pi1 = mod(Pi1, 289.0);
		  vec4 Pf0 = fract(P); // Fractional part for interpolation
		  vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
		  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
		  vec4 iy = vec4(Pi0.yy, Pi1.yy);
		  vec4 iz0 = vec4(Pi0.zzzz);
		  vec4 iz1 = vec4(Pi1.zzzz);
		  vec4 iw0 = vec4(Pi0.wwww);
		  vec4 iw1 = vec4(Pi1.wwww);

		  vec4 ixy = permute(permute(ix) + iy);
		  vec4 ixy0 = permute(ixy + iz0);
		  vec4 ixy1 = permute(ixy + iz1);
		  vec4 ixy00 = permute(ixy0 + iw0);
		  vec4 ixy01 = permute(ixy0 + iw1);
		  vec4 ixy10 = permute(ixy1 + iw0);
		  vec4 ixy11 = permute(ixy1 + iw1);

		  vec4 gx00 = ixy00 / 7.0;
		  vec4 gy00 = floor(gx00) / 7.0;
		  vec4 gz00 = floor(gy00) / 6.0;
		  gx00 = fract(gx00) - 0.5;
		  gy00 = fract(gy00) - 0.5;
		  gz00 = fract(gz00) - 0.5;
		  vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
		  vec4 sw00 = step(gw00, vec4(0.0));
		  gx00 -= sw00 * (step(0.0, gx00) - 0.5);
		  gy00 -= sw00 * (step(0.0, gy00) - 0.5);

		  vec4 gx01 = ixy01 / 7.0;
		  vec4 gy01 = floor(gx01) / 7.0;
		  vec4 gz01 = floor(gy01) / 6.0;
		  gx01 = fract(gx01) - 0.5;
		  gy01 = fract(gy01) - 0.5;
		  gz01 = fract(gz01) - 0.5;
		  vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
		  vec4 sw01 = step(gw01, vec4(0.0));
		  gx01 -= sw01 * (step(0.0, gx01) - 0.5);
		  gy01 -= sw01 * (step(0.0, gy01) - 0.5);

		  vec4 gx10 = ixy10 / 7.0;
		  vec4 gy10 = floor(gx10) / 7.0;
		  vec4 gz10 = floor(gy10) / 6.0;
		  gx10 = fract(gx10) - 0.5;
		  gy10 = fract(gy10) - 0.5;
		  gz10 = fract(gz10) - 0.5;
		  vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
		  vec4 sw10 = step(gw10, vec4(0.0));
		  gx10 -= sw10 * (step(0.0, gx10) - 0.5);
		  gy10 -= sw10 * (step(0.0, gy10) - 0.5);

		  vec4 gx11 = ixy11 / 7.0;
		  vec4 gy11 = floor(gx11) / 7.0;
		  vec4 gz11 = floor(gy11) / 6.0;
		  gx11 = fract(gx11) - 0.5;
		  gy11 = fract(gy11) - 0.5;
		  gz11 = fract(gz11) - 0.5;
		  vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
		  vec4 sw11 = step(gw11, vec4(0.0));
		  gx11 -= sw11 * (step(0.0, gx11) - 0.5);
		  gy11 -= sw11 * (step(0.0, gy11) - 0.5);

		  vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
		  vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
		  vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
		  vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
		  vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
		  vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
		  vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
		  vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
		  vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
		  vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
		  vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
		  vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
		  vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
		  vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
		  vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
		  vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);

		  vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
		  g0000 *= norm00.x;
		  g0100 *= norm00.y;
		  g1000 *= norm00.z;
		  g1100 *= norm00.w;

		  vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
		  g0001 *= norm01.x;
		  g0101 *= norm01.y;
		  g1001 *= norm01.z;
		  g1101 *= norm01.w;

		  vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
		  g0010 *= norm10.x;
		  g0110 *= norm10.y;
		  g1010 *= norm10.z;
		  g1110 *= norm10.w;

		  vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
		  g0011 *= norm11.x;
		  g0111 *= norm11.y;
		  g1011 *= norm11.z;
		  g1111 *= norm11.w;

		  float n0000 = dot(g0000, Pf0);
		  float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
		  float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
		  float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
		  float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
		  float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
		  float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
		  float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
		  float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
		  float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
		  float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
		  float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
		  float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
		  float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
		  float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
		  float n1111 = dot(g1111, Pf1);

		  vec4 fade_xyzw = fade(Pf0);
		  vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
		  vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
		  vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
		  vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
		  float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
		  return 2.2 * n_xyzw;
		}


		float map(float value, float min1, float max1, float min2, float max2) {
		  return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
		}

		float parabola( float x, float k ) {
		  return pow( 4. * x * ( 1. - x ), k );
		}


		void main()	{
			float dt = parabola(progress,1.);
			float border = 1.;
			vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);
			vec4 color1 = texture2D(texture1,newUV);
			vec4 color2 = texture2D(texture2,newUV);
			vec4 d = texture2D(displacement,vec2(newUV.x*scaleX,newUV.y*scaleY));

			float realnoise = 0.5*(cnoise(vec4(newUV.x*scaleX  + 0.*time/3., newUV.y*scaleY,0.*time/3.,0.)) +1.);

			float w = width*dt;

			float maskvalue = smoothstep(1. - w,1.,vUv.x + mix(-w/2., 1. - w/2., progress));
			float maskvalue0 = smoothstep(1.,1.,vUv.x + progress);



			float mask = maskvalue + maskvalue*realnoise;
			// float mask = maskvalue;

			float final = smoothstep(border,border+0.01,mask);

			gl_FragColor = mix(color1,color2,final);
			// gl_FragColor =vec4(maskvalue0,final,0.,1.);
		}
	`
}); 
</script>