标题:请问大家这种代码怎么做的
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请问大家这种代码怎么做的


一点头绪都没有,看代码不懂怎么看

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程序代码:
<!-- HTML代码 -->

<script id="vertexShader" type="x-shader/x-vertex">
    varying vec2 vUv;
    void main()    {
        vUv = uv;
        gl_Position = vec4( position, 1.0 );
    }
</script>

<script id="fragmentShader" type="x-shader/x-fragment">
    // "Sunset on the sea" Ray Marching (Sphere Tracing) & Ray Tracing experiment by Riccardo Gerosa aka h3r3 
    // Blog: http://www. G+: https://plus. Twitter: @h3r3 http://
    // More information about this shader can be found here: http://www.
    // This GLSL shader is based on the work of T Whitted, JC Hart, K Perlin, I Quilez and many others
    // This shader uses a Simplex Noise implementation by and I McEwan, A Arts (more info below)
    // If you modify this code please update this header
    // (modified, alpha=1.0)


    precision highp float;

    const bool USE_MOUSE = false; // Set this to true for God Mode :)

    uniform float u_time;
    uniform vec2 u_mouse;
    uniform vec2 u_resolution;
  
      float time = u_time;
      vec2 resolution = u_resolution,mouse = u_mouse;
  
    const float PI = 3.14159265;
    const float MAX_RAYMARCH_DIST = 150.0;
    const float MIN_RAYMARCH_DELTA = 0.00015; 
    const float GRADIENT_DELTA = 0.015;
    float waveHeight1 = 0.005;
    float waveHeight2 = 0.004;
    float waveHeight3 = 0.001;

    // --------------------- START of SIMPLEX NOISE
    //
    // Description : Array and textureless GLSL 2D simplex noise function.
    //      Author : Ian McEwan, Ashima Arts.
    //  Maintainer : ijm
    //     Lastmod : 20110822 (ijm)
    //     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
    //               Distributed under the MIT License. See LICENSE file.
    //               https://
    // 

    vec3 mod289(vec3 x) {
      return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec2 mod289(vec2 x) {
      return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec3 permute(vec3 x) {
      return mod289(((x*34.0)+1.0)*x);
    }

    float snoise(vec2 v)
      {
      const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
                          0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
                         -0.577350269189626,  // -1.0 + 2.0 * C.x
                          0.024390243902439); // 1.0 / 41.0
    // First corner
      vec2 i  = floor(v + dot(v, C.yy) );
      vec2 x0 = v -   i + dot(i, C.xx);

    // Other corners
      vec2 i1;
      //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
      //i1.y = 1.0 - i1.x;
      i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
      // x0 = x0 - 0.0 + 0.0 * C.xx ;
      // x1 = x0 - i1 + 1.0 * C.xx ;
      // x2 = x0 - 1.0 + 2.0 * C.xx ;
      vec4 x12 = x0.xyxy + C.xxzz;
      x12.xy -= i1;

    // Permutations
      i = mod289(i); // Avoid truncation effects in permutation
      vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
            + i.x + vec3(0.0, i1.x, 1.0 ));

      vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
      m = m*m ;
      m = m*m ;

    // Gradients: 41 points uniformly over a line, mapped onto a diamond.
    // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)

      vec3 x = 2.0 * fract(p * C.www) - 1.0;
      vec3 h = abs(x) - 0.5;
      vec3 ox = floor(x + 0.5);
      vec3 a0 = x - ox;

    // Normalise gradients implicitly by scaling m
    // Approximation of: m *= inversesqrt( a0*a0 + h*h );
      m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );

    // Compute final noise value at P
      vec3 g;
      g.x  = a0.x  * x0.x  + h.x  * x0.y;
      g.yz = a0.yz * x12.xz + h.yz * x12.yw;
      return 130.0 * dot(m, g);
    }

    // --------------------- END of SIMPLEX NOISE


    float map(vec3 p) {
        return p.y + (0.5 + waveHeight1 + waveHeight2 + waveHeight3) 
            + snoise(vec2(p.x + time * 0.4, p.z + time * 0.6)) * waveHeight1
            + snoise(vec2(p.x * 1.6 - time * 0.4, p.z * 1.7 - time * 0.6)) * waveHeight2
            + snoise(vec2(p.x * 6.6 - time * 1.0, p.z * 2.7 + time * 1.176)) * waveHeight3;
    }

    vec3 gradientNormalFast(vec3 p, float map_p) {
        return normalize(vec3(
            map_p - map(p - vec3(GRADIENT_DELTA, 0, 0)),
            map_p - map(p - vec3(0, GRADIENT_DELTA, 0)),
            map_p - map(p - vec3(0, 0, GRADIENT_DELTA))));
    }

    float intersect(vec3 p, vec3 ray_dir, out float map_p, out int iterations) {
        iterations = 0;
        if (ray_dir.y >= 0.0) { return -1.0; } // to see the sea you have to look down

        float zHigh = - 0.5;
        float zLow = - 0.5 - ((waveHeight1 + waveHeight2 + waveHeight3) * 2.0);
        float distMin = (zHigh - p.y) / ray_dir.y;
        float distMax = (zLow - p.y) / ray_dir.y;

        float distMid = distMin;
        for (int i = 0; i < 50; i++) {
            iterations++;
            distMid += max(0.05 + float(i) * 0.002, map_p);
            map_p = map(p + ray_dir * distMid);
            if (map_p > 0.0) { 
                distMin = distMid + map_p;
            } else { 
                distMax = distMid + map_p;
                // interval found, now bisect inside it
                for (int i = 0; i < 10; i++) {
                    iterations++;
                    distMid = distMin + (distMax - distMin) / 2.0;
                    map_p = map(p + ray_dir * distMid);
                    if (abs(map_p) < MIN_RAYMARCH_DELTA) return distMid;
                    if (map_p > 0.0) {
                        distMin = distMid + map_p;
                    } else {
                        distMax = distMid + map_p;
                    }
                }
                return distMid;
            }
        }
        return distMin;
    }

    void main() {
  
        float waveHeight = USE_MOUSE ? mouse.x * 5.0 : cos(time * 0.03) * 1.2 + 1.6;
        waveHeight1 *= waveHeight;
        waveHeight2 *= waveHeight;
        waveHeight3 *= waveHeight;

        vec2 position = vec2((gl_FragCoord.x - resolution.x / 2.0) / resolution.y, (gl_FragCoord.y - resolution.y / 2.0) / resolution.y);
        vec3 ray_start = vec3(0, 0.2, -2);
        vec3 ray_dir = normalize(vec3(position,0) - ray_start);
        ray_start.y = cos(time * 0.5) * 0.2 - 0.25 + sin(time * 2.0) * 0.05;

        const float dayspeed = 0.04;
        float subtime = max(-0.16, sin(time * dayspeed) * 0.2);
        float middayperc = USE_MOUSE ? mouse.y * 0.3 - 0.15 : max(0.0, sin(subtime));
        vec3 light1_pos = vec3(0.0, middayperc * 200.0, USE_MOUSE ? 200.0 : cos(subtime * dayspeed) * 200.0);
        float sunperc = pow(max(0.0, min(dot(ray_dir, normalize(light1_pos)), 1.0)), 190.0 + max(0.0,light1_pos.y * 4.3));
        vec3 suncolor = (1.0 - max(0.0, middayperc)) * vec3(1.5, 1.2, middayperc + 0.5) + max(0.0, middayperc) * vec3(1.0, 1.0, 1.0) * 4.0;
        vec3 skycolor = vec3(middayperc + 0.8, middayperc + 0.7, middayperc + 0.5);
        vec3 skycolor_now = suncolor * sunperc + (skycolor * (middayperc * 1.6 + 0.5)) * (1.0 - sunperc);
        vec4 color; 
        float map_p;
        int iterations;
        float dist = intersect(ray_start, ray_dir, map_p, iterations);
        if (dist > 0.0) {
            vec3 p = ray_start + ray_dir * dist;
            vec3 light1_dir = normalize(light1_pos - p);
                vec3 n = gradientNormalFast(p, map_p);
            vec3 ambient = skycolor_now * 0.1;
                vec3 diffuse1 = vec3(1.1, 1.1, 0.6) * max(0.0, dot(light1_dir, n)  * 2.8);
            vec3 r = reflect(light1_dir, n);
            vec3 specular1 = vec3(1.5, 1.2, 0.6) * (0.8 * pow(max(0.0, dot(r, ray_dir)), 200.0));        
            float fog = min(max(p.z * 0.07, 0.0), 1.0);
                color.rgb = (vec3(0.6,0.6,1.0) * diffuse1 + specular1 + ambient)  * (1.0 - fog) + skycolor_now * fog;
            } else {
                color.rgb = skycolor_now.rgb;
            }
        gl_FragColor = vec4(color.rgb, 1.0);
    }

</script>

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