发布时间:2023-05-23 文章分类:WEB开发, 电脑百科 投稿人:赵颖 字号: 默认 | | 超大 打印

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本篇文章主要讲述漫天花雨HTML特效。

展示效果视频:

漫天花雨HTML+3D相册特效

什么是HTML特效?

HTML特效是指在网页中使用各种技术和代码来实现动态效果的一种方式。这些效果可以是动画、过渡、交互和其他视觉效果。HTML特效可以在不影响网页性能的同时增强用户体验。

HTML特效的作用是什么?

HTML特效可以增强网页的视觉吸引力,使其更加生动有趣。通过使用HTML特效,可以使网页更具有交互性,从而提高用户的参与度和留存率。此外,HTML特效还可以帮助网站吸引更多的访问者,从而提高网站的流量。

如何使用HTML特效?

(1)使用CSS3过渡效果

CSS3过渡效果可以使元素从一种状态平滑地过渡到另一种状态。这种效果可以用于按钮、菜单和其他元素。当用户将鼠标悬停在按钮上时,可以使用过渡效果使按钮的颜色或大小发生变化。

(2)使用CSS3动画

CSS3动画可以使元素在网页中以动画的形式移动或改变形状。这种效果可以用于图片、标题和其他元素。可以使用CSS3动画使图片在用户滚动页面时缓慢地淡入或淡出。

(3)使用JavaScript交互效果

JavaScript交互效果可以使用户与网页进行交互。这种效果可以用于表单、按钮和其他元素。在用户提交表单时,可以使用JavaScript交互效果显示一个弹出窗口,以便用户确认其输入是否正确。

(4)使用SVG图像

SVG图像可以使网页中的图像更加生动有趣。这种效果可以用于徽标、图标和其他图像。可以使用SVG图像使徽标在用户滚动页面时缓慢地旋转。

总结HTML特效

HTML特效可以使网页更加生动有趣,从而提高用户体验和留存率。通过使用CSS3过渡效果、CSS3动画、JavaScript交互效果和SVG图像等技术,可以使网页更加炫酷。但是,需要注意的是,过多使用HTML特效可能会影响网页性能,因此需要谨慎使用。

源码

<!doctype html>
<html>
<head>
    <meta charset="utf-8">
    <title>漫天花雨</title>
    <link type="text/css"href="css/style.css"rel="stylesheet"/>
</head>
<style>
    body {
        padding: 0;
        margin: 0;
        overflow: hidden;
        height: 600px;
    }
    canvas {
        padding: 0;
        margin: 0;
    }
    div.btnbg {
        position: fixed;
        left: 0;
        top: 0;
    }
</style>
<body>
    <canvas id="sakura"></canvas>
    <div class="btnbg">
    </div>
    <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 radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade
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;
void main(void) {
    // Projection is based on vertical angle
    vec4 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
    );
    mat3 roty = mat3(
        elrcs.y, 0.0, -elrsn.y,
        0.0, 1.0, 0.0,
        elrsn.y, 0.0, elrcs.y
    );
    mat3 rotz = mat3(
        elrcs.z, elrsn.z, 0.0, 
        -elrsn.z, elrcs.z, 0.0,
        0.0, 0.0, 1.0
    );
    mat3 rotmat = rotx * roty * rotz;
    normal = rotmat[2];
    mat3 trrotm = mat3(
        rotmat[0][0], rotmat[1][0], rotmat[2][0],
        rotmat[0][1], rotmat[1][1], rotmat[2][1],
        rotmat[0][2], rotmat[1][2], rotmat[2][2]
    );
    normX = trrotm[0];
    normY = trrotm[1];
    normZ = trrotm[2];
    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;
#endif
uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
const 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;
}
void main(void) {
    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
    vec3 d = vec3(0.0, 0.0, -1.0);
    float nd = normZ.z; //dot(-normZ, d);
    if(abs(nd) < 0.0001) discard;
    float np = dot(normZ, p);
    vec3 tp = p + d * np / nd;
    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
    //angle = 15 degree
    const float flwrsn = 0.258819045102521;
    const float flwrcs = 0.965925826289068;
    mat2 flwrm = mat2(flwrcs, -flwrsn, 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;
#endif
uniform 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
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    vec4 col = texture2D(uSrc, texCoord);
    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;
#endif
uniform 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;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    gl_FragColor = texture2D(uSrc, texCoord);
}
</script>
    <!-- post processing -->
    <script id="pp_final_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="pp_final_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform 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>
</body>
<script>
    // Utilities
    var Vector3 = {};
    var Matrix44 = {};
    Vector3.create = function (x, y, z) {
        return { 'x': x, 'y': y, 'z': z };
    };
    Vector3.dot = function (v0, v1) {
        return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
    };
    Vector3.cross = function (v, v0, v1) {
        v.x = v0.y * v1.z - v0.z * v1.y;
        v.y = v0.z * v1.x - v0.x * v1.z;
        v.z = v0.x * v1.y - v0.y * v1.x;
    };
    Vector3.normalize = function (v) {
        var l = v.x * v.x + v.y * v.y + v.z * v.z;
        if (l > 0.00001) {
            l = 1.0 / Math.sqrt(l);
            v.x *= l;
            v.y *= l;
            v.z *= l;
        }
    };
    Vector3.arrayForm = function (v) {
        if (v.array) {
            v.array[0] = v.x;
            v.array[1] = v.y;
            v.array[2] = v.z;
        }
        else {
            v.array = new Float32Array([v.x, v.y, v.z]);
        }
        return v.array;
    };
    Matrix44.createIdentity = function () {
        return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
    };
    Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
        var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
        var w = h * aspect;
        m[0] = 2.0 * near / w;
        m[1] = 0.0;
        m[2] = 0.0;
        m[3] = 0.0;
        m[4] = 0.0;
        m[5] = 2.0 * near / h;
        m[6] = 0.0;
        m[7] = 0.0;
        m[8] = 0.0;
        m[9] = 0.0;
        m[10] = -(far + near) / (far - near);
        m[11] = -1.0;
        m[12] = 0.0;
        m[13] = 0.0;
        m[14] = -2.0 * far * near / (far - near);
        m[15] = 0.0;
    };
    Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
        var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
        Vector3.normalize(frontv);
        var sidev = Vector3.create(1.0, 0.0, 0.0);
        Vector3.cross(sidev, vup, frontv);
        Vector3.normalize(sidev);
        var topv = Vector3.create(1.0, 0.0, 0.0);
        Vector3.cross(topv, frontv, sidev);
        Vector3.normalize(topv);
        m[0] = sidev.x;
        m[1] = topv.x;
        m[2] = frontv.x;
        m[3] = 0.0;
        m[4] = sidev.y;
        m[5] = topv.y;
        m[6] = frontv.y;
        m[7] = 0.0;
        m[8] = sidev.z;
        m[9] = topv.z;
        m[10] = frontv.z;
        m[11] = 0.0;
        m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
        m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
        m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
        m[15] = 1.0;
    };
    //
    var timeInfo = {
        'start': 0, 'prev': 0, // Date
        'delta': 0, 'elapsed': 0 // Number(sec)
    };
    //
    var gl;
    var renderSpec = {
        'width': 0,
        'height': 0,
        'aspect': 1,
        'array': new Float32Array(3),
        'halfWidth': 0,
        'halfHeight': 0,
        'halfArray': new Float32Array(3)
        // and some render targets. see setViewport()
    };
    renderSpec.setSize = function (w, h) {
        renderSpec.width = w;
        renderSpec.height = h;
        renderSpec.aspect = renderSpec.width / renderSpec.height;
        renderSpec.array[0] = renderSpec.width;
        renderSpec.array[1] = renderSpec.height;
        renderSpec.array[2] = renderSpec.aspect;
        renderSpec.halfWidth = Math.floor(w / 2);
        renderSpec.halfHeight = Math.floor(h / 2);
        renderSpec.halfArray[0] = renderSpec.halfWidth;
        renderSpec.halfArray[1] = renderSpec.halfHeight;
        renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
    };
    function deleteRenderTarget(rt) {
        gl.deleteFramebuffer(rt.frameBuffer);
        gl.deleteRenderbuffer(rt.renderBuffer);
        gl.deleteTexture(rt.texture);
    }
    function createRenderTarget(w, h) {
        var ret = {
            'width': w,
            'height': h,
            'sizeArray': new Float32Array([w, h, w / h]),
            'dtxArray': new Float32Array([1.0 / w, 1.0 / h])
        };
        ret.frameBuffer = gl.createFramebuffer();
        ret.renderBuffer = gl.createRenderbuffer();
        ret.texture = gl.createTexture();
        gl.bindTexture(gl.TEXTURE_2D, ret.texture);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
        gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
        gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
        gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
        gl.bindTexture(gl.TEXTURE_2D, null);
        gl.bindRenderbuffer(gl.RENDERBUFFER, null);
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        return ret;
    }
    function compileShader(shtype, shsrc) {
        var retsh = gl.createShader(shtype);
        gl.shaderSource(retsh, shsrc);
        gl.compileShader(retsh);
        if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
            var errlog = gl.getShaderInfoLog(retsh);
            gl.deleteShader(retsh);
            console.error(errlog);
            return null;
        }
        return retsh;
    }
    function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
        var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
        var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
        if (vsh == null || fsh == null) {
            return null;
        }
        var prog = gl.createProgram();
        gl.attachShader(prog, vsh);
        gl.attachShader(prog, fsh);
        gl.deleteShader(vsh);
        gl.deleteShader(fsh);
        gl.linkProgram(prog);
        if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
            var errlog = gl.getProgramInfoLog(prog);
            console.error(errlog);
            return null;
        }
        if (uniformlist) {
            prog.uniforms = {};
            for (var i = 0; i < uniformlist.length; i++) {
                prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
            }
        }
        if (attrlist) {
            prog.attributes = {};
            for (var i = 0; i < attrlist.length; i++) {
                var attr = attrlist[i];
                prog.attributes[attr] = gl.getAttribLocation(prog, attr);
            }
        }
        return prog;
    }
    function useShader(prog) {
        gl.useProgram(prog);
        for (var attr in prog.attributes) {
            gl.enableVertexAttribArray(prog.attributes[attr]);;
        }
    }
    function unuseShader(prog) {
        for (var attr in prog.attributes) {
            gl.disableVertexAttribArray(prog.attributes[attr]);;
        }
        gl.useProgram(null);
    }
    /
    var projection = {
        'angle': 60,
        'nearfar': new Float32Array([0.1, 100.0]),
        'matrix': Matrix44.createIdentity()
    };
    var camera = {
        'position': Vector3.create(0, 0, 100),
        'lookat': Vector3.create(0, 0, 0),
        'up': Vector3.create(0, 1, 0),
        'dof': Vector3.create(10.0, 4.0, 8.0),
        'matrix': Matrix44.createIdentity()
    };
    var pointFlower = {};
    var meshFlower = {};
    var sceneStandBy = false;
    var BlossomParticle = function () {
        this.velocity = new Array(3);
        this.rotation = new Array(3);
        this.position = new Array(3);
        this.euler = new Array(3);
        this.size = 1.0;
        this.alpha = 1.0;
        this.zkey = 0.0;
    };
    BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
        this.velocity[0] = vx;
        this.velocity[1] = vy;
        this.velocity[2] = vz;
    };
    BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
        this.rotation[0] = rx;
        this.rotation[1] = ry;
        this.rotation[2] = rz;
    };
    BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
        this.position[0] = nx;
        this.position[1] = ny;
        this.position[2] = nz;
    };
    BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
        this.euler[0] = rx;
        this.euler[1] = ry;
        this.euler[2] = rz;
    };
    BlossomParticle.prototype.setSize = function (s) {
        this.size = s;
    };
    BlossomParticle.prototype.update = function (dt, et) {
        this.position[0] += this.velocity[0] * dt;
        this.position[1] += this.velocity[1] * dt;
        this.position[2] += this.velocity[2] * dt;
        this.euler[0] += this.rotation[0] * dt;
        this.euler[1] += this.rotation[1] * dt;
        this.euler[2] += this.rotation[2] * dt;
    };
    function createPointFlowers() {
        // get point sizes
        var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
        renderSpec.pointSize = { 'min': prm[0], 'max': prm[1] };
        var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
        var frgsrc = document.getElementById("sakura_point_fsh").textContent;
        pointFlower.program = createShader(
            vtxsrc, frgsrc,
            ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
            ['aPosition', 'aEuler', 'aMisc']
        );
        useShader(pointFlower.program);
        pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
        pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
        // paramerters: velocity[3], rotate[3]
        pointFlower.numFlowers = 1600;
        pointFlower.particles = new Array(pointFlower.numFlowers);
        // vertex attributes {position[3], euler_xyz[3], size[1]}
        pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
        pointFlower.positionArrayOffset = 0;
        pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
        pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
        pointFlower.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(pointFlower.program);
        for (var i = 0; i < pointFlower.numFlowers; i++) {
            pointFlower.particles[i] = new BlossomParticle();
        }
    }
    function initPointFlowers() {
        //area
        pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
        pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
        pointFlower.fader.x = 10.0; //env fade start
        pointFlower.fader.y = pointFlower.area.z; //env fade half
        pointFlower.fader.z = 0.1;  //near fade start
        //particles
        var PI2 = Math.PI * 2.0;
        var tmpv3 = Vector3.create(0, 0, 0);
        var tmpv = 0;
        var symmetryrand = function () { return (Math.random() * 2.0 - 1.0); };
        for (var i = 0; i < pointFlower.numFlowers; i++) {
            var tmpprtcl = pointFlower.particles[i];
            //velocity
            tmpv3.x = symmetryrand() * 0.3 + 0.8;
            tmpv3.y = symmetryrand() * 0.2 - 1.0;
            tmpv3.z = symmetryrand() * 0.3 + 0.5;
            Vector3.normalize(tmpv3);
            tmpv = 2.0 + Math.random() * 1.0;
            tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
            //rotation
            tmpprtcl.setRotation(
                symmetryrand() * PI2 * 0.5,
                symmetryrand() * PI2 * 0.5,
                symmetryrand() * PI2 * 0.5
            );
            //position
            tmpprtcl.setPosition(
                symmetryrand() * pointFlower.area.x,
                symmetryrand() * pointFlower.area.y,
                symmetryrand() * pointFlower.area.z
            );
            //euler
            tmpprtcl.setEulerAngles(
                Math.random() * Math.PI * 2.0,
                Math.random() * Math.PI * 2.0,
                Math.random() * Math.PI * 2.0
            );
            //size
            tmpprtcl.setSize(0.9 + Math.random() * 0.1);
        }
    }
    function renderPointFlowers() {
        //update
        var PI2 = Math.PI * 2.0;
        var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
        var repeatPos = function (prt, cmp, limit) {
            if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
                //out of area
                if (prt.position[cmp] > 0) {
                    prt.position[cmp] -= limit * 2.0;
                }
                else {
                    prt.position[cmp] += limit * 2.0;
                }
            }
        };
        var repeatEuler = function (prt, cmp) {
            prt.euler[cmp] = prt.euler[cmp] % PI2;
            if (prt.euler[cmp] < 0.0) {
                prt.euler[cmp] += PI2;
            }
        };
        for (var i = 0; i < pointFlower.numFlowers; i++) {
            var prtcl = pointFlower.particles[i];
            prtcl.update(timeInfo.delta, timeInfo.elapsed);
            repeatPos(prtcl, 0, pointFlower.area.x);
            repeatPos(prtcl, 1, pointFlower.area.y);
            repeatPos(prtcl, 2, pointFlower.area.z);
            repeatEuler(prtcl, 0);
            repeatEuler(prtcl, 1);
            repeatEuler(prtcl, 2);
            prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;
            prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
                + camera.matrix[6] * prtcl.position[1]
                + camera.matrix[10] * prtcl.position[2]
                + camera.matrix[14]);
        }
        // sort
        pointFlower.particles.sort(function (p0, p1) { return p0.zkey - p1.zkey; });
        // update data
        var ipos = pointFlower.positionArrayOffset;
        var ieuler = pointFlower.eulerArrayOffset;
        var imisc = pointFlower.miscArrayOffset;
        for (var i = 0; i < pointFlower.numFlowers; i++) {
            var prtcl = pointFlower.particles[i];
            pointFlower.dataArray[ipos] = prtcl.position[0];
            pointFlower.dataArray[ipos + 1] = prtcl.position[1];
            pointFlower.dataArray[ipos + 2] = prtcl.position[2];
            ipos += 3;
            pointFlower.dataArray[ieuler] = prtcl.euler[0];
            pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
            pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
            ieuler += 3;
            pointFlower.dataArray[imisc] = prtcl.size;
            pointFlower.dataArray[imisc + 1] = prtcl.alpha;
            imisc += 2;
        }
        //draw
        gl.enable(gl.BLEND);
        //gl.disable(gl.DEPTH_TEST);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
        var prog = pointFlower.program;
        useShader(prog);
        gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
        gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
        gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
        gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
        gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
        gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
        gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
        // doubler
        for (var i = 1; i < 2; i++) {
            var zpos = i * -2.0;
            pointFlower.offset[0] = pointFlower.area.x * -1.0;
            pointFlower.offset[1] = pointFlower.area.y * -1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
            pointFlower.offset[0] = pointFlower.area.x * -1.0;
            pointFlower.offset[1] = pointFlower.area.y * 1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
            pointFlower.offset[0] = pointFlower.area.x * 1.0;
            pointFlower.offset[1] = pointFlower.area.y * -1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
            pointFlower.offset[0] = pointFlower.area.x * 1.0;
            pointFlower.offset[1] = pointFlower.area.y * 1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
        }
        //main
        pointFlower.offset[0] = 0.0;
        pointFlower.offset[1] = 0.0;
        pointFlower.offset[2] = 0.0;
        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(prog);
        gl.enable(gl.DEPTH_TEST);
        gl.disable(gl.BLEND);
    }
    // effects
    //common util
    function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
        var ret = {};
        var unifs = ['uResolution', 'uSrc', 'uDelta'];
        if (exunifs) {
            unifs = unifs.concat(exunifs);
        }
        var attrs = ['aPosition'];
        if (exattrs) {
            attrs = attrs.concat(exattrs);
        }
        ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
        useShader(ret.program);
        ret.dataArray = new Float32Array([
            -1.0, -1.0,
            1.0, -1.0,
            -1.0, 1.0,
            1.0, 1.0
        ]);
        ret.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(ret.program);
        return ret;
    }
    // basic usage
    // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
    // gl.uniform**(...); //additional uniforms
    // drawEffect()
    // unuseEffect(prog)
    // TEXTURE0 makes src
    function useEffect(fxobj, srctex) {
        var prog = fxobj.program;
        useShader(prog);
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
        if (srctex != null) {
            gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
            gl.uniform1i(prog.uniforms.uSrc, 0);
            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
        }
    }
    function drawEffect(fxobj) {
        gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
        gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    }
    function unuseEffect(fxobj) {
        unuseShader(fxobj.program);
    }
    var effectLib = {};
    function createEffectLib() {
        var vtxsrc, frgsrc;
        //common
        var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
        //background
        frgsrc = document.getElementById("bg_fsh").textContent;
        effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
        // make brightpixels buffer
        frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
        effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
        // direction blur
        frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
        effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
        //final composite
        vtxsrc = document.getElementById("pp_final_vsh").textContent;
        frgsrc = document.getElementById("pp_final_fsh").textContent;
        effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
    }
    // background
    function createBackground() {
        //console.log("create background");
    }
    function initBackground() {
        //console.log("init background");
    }
    function renderBackground() {
        gl.disable(gl.DEPTH_TEST);
        useEffect(effectLib.sceneBg, null);
        gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
        drawEffect(effectLib.sceneBg);
        unuseEffect(effectLib.sceneBg);
        gl.enable(gl.DEPTH_TEST);
    }
    // post process
    var postProcess = {};
    function createPostProcess() {
        //console.log("create post process");
    }
    function initPostProcess() {
        //console.log("init post process");
    }
    function renderPostProcess() {
        gl.enable(gl.TEXTURE_2D);
        gl.disable(gl.DEPTH_TEST);
        var bindRT = function (rt, isclear) {
            gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
            gl.viewport(0, 0, rt.width, rt.height);
            if (isclear) {
                gl.clearColor(0, 0, 0, 0);
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            }
        };
        //make bright buff
        bindRT(renderSpec.wHalfRT0, true);
        useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
        drawEffect(effectLib.mkBrightBuf);
        unuseEffect(effectLib.mkBrightBuf);
        // make bloom
        for (var i = 0; i < 2; i++) {
            var p = 1.5 + 1 * i;
            var s = 2.0 + 1 * i;
            bindRT(renderSpec.wHalfRT1, true);
            useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
            gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
            drawEffect(effectLib.dirBlur);
            unuseEffect(effectLib.dirBlur);
            bindRT(renderSpec.wHalfRT0, true);
            useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
            gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
            drawEffect(effectLib.dirBlur);
            unuseEffect(effectLib.dirBlur);
        }
        //display
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        gl.viewport(0, 0, renderSpec.width, renderSpec.height);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        useEffect(effectLib.finalComp, renderSpec.mainRT);
        gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
        gl.activeTexture(gl.TEXTURE1);
        gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
        drawEffect(effectLib.finalComp);
        unuseEffect(effectLib.finalComp);
        gl.enable(gl.DEPTH_TEST);
    }
    /
    var SceneEnv = {};
    function createScene() {
        createEffectLib();
        createBackground();
        createPointFlowers();
        createPostProcess();
        sceneStandBy = true;
    }
    function initScene() {
        initBackground();
        initPointFlowers();
        initPostProcess();
        //camera.position.z = 17.320508;
        camera.position.z = pointFlower.area.z + projection.nearfar[0];
        projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
        Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);
    }
    function renderScene() {
        //draw
        Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
        gl.enable(gl.DEPTH_TEST);
        //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
        gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
        gl.clearColor(0.005, 0, 0.05, 0);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        renderBackground();
        renderPointFlowers();
        renderPostProcess();
    }
    /
    function onResize(e) {
        makeCanvasFullScreen(document.getElementById("sakura"));
        setViewports();
        if (sceneStandBy) {
            initScene();
        }
    }
    function setViewports() {
        renderSpec.setSize(gl.canvas.width, gl.canvas.height);
        gl.clearColor(0.2, 0.2, 0.5, 1.0);
        gl.viewport(0, 0, renderSpec.width, renderSpec.height);
        var rtfunc = function (rtname, rtw, rth) {
            var rt = renderSpec[rtname];
            if (rt) deleteRenderTarget(rt);
            renderSpec[rtname] = createRenderTarget(rtw, rth);
        };
        rtfunc('mainRT', renderSpec.width, renderSpec.height);
        rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
        rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
        rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
        rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
    }
    function render() {
        renderScene();
    }
    var animating = true;
    function toggleAnimation(elm) {
        animating ^= true;
        if (animating) animate();
        if (elm) {
            elm.innerHTML = animating ? "Stop" : "Start";
        }
    }
    function stepAnimation() {
        if (!animating) animate();
    }
    function animate() {
        var curdate = new Date();
        timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
        timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
        timeInfo.prev = curdate;
        if (animating) requestAnimationFrame(animate);
        render();
    }
    function makeCanvasFullScreen(canvas) {
        var b = document.body;
        var d = document.documentElement;
        fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
        fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);
        canvas.width = fullw;
        canvas.height = fullh;
    }
    window.addEventListener('load', function (e) {
        var canvas = document.getElementById("sakura");
        try {
            makeCanvasFullScreen(canvas);
            gl = canvas.getContext('experimental-webgl');
        } catch (e) {
            alert("WebGL not supported." + e);
            console.error(e);
            return;
        }
        window.addEventListener('resize', onResize);
        setViewports();
        createScene();
        initScene();
        timeInfo.start = new Date();
        timeInfo.prev = timeInfo.start;
        animate();
    });
    //set window.requestAnimationFrame
    (function (w, r) {
        w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function (c) { w.setTimeout(c, 1000 / 60); };
    })(window, 'equestAnimationFrame');
</script>
</html>

加相册特效

html:

    <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>

css:

@charset "utf-8";
*{
	margin:0;
	padding:0;
}
body{background-image:url(../img/1.png);
	/*background: url(../img/1.png) ;*/
	max-width: 100%;
	/* 最大宽度 */
	min-width: 100%;
	/* 最小宽度 */
	height: 100%;
	/* 高度 */
	background-size: cover;
	/* 背景大小:覆盖 */
	background-repeat: no-repeat;
	/* 北京重复:不重复 */
	background-attachment: fixed;
	/* 背景图片滚动属性:固定 */
	background-size:100% 100%;
	/* 背景大小 */
	position: absolute;
	/* 位置:绝对 */
	margin-left: auto;
	/* 与左边距:自动 */
	margin-right: auto;
	/* 与右边距:自动 */
}
li{
	list-style: none;
	/* 列表样式:无 */
}
.box{
	width:200px;
	height:200px;
	background-size: cover;
	/* 背景大小:覆盖 */
	background-repeat: no-repeat;
	/* 背景重复:不重复 */
	background-attachment: fixed;
	/* 背景图片滚动属性:固定 */
	background-size:100% 100%;
	position: absolute;
	/* 位置:绝对 */
	margin-left: 42%;
	/* 与左边距:42% */
	margin-top: 22%;
	/* 与上边距:22% */
	-webkit-transform-style:preserve-3d;
	/* 被嵌套的元素在3D空间采用何种渲染方式:保存3d效果 
	 有两个值:
	1.flat(默认)不带任何3d效果
	2.preserve-3d:保存3d效果 */
	-webkit-transform:rotateX(13deg);
	/* 元素变换:
	- `scale`:缩放,1 为原始大小。参数正数时放大,负数缩小。属性值为一个时,`x/y` 轴同时缩放;属性值为两个值时,分别控制 `x`、`y` 轴的缩放。
	- `rotate`:水平旋转,属性值格式为 `Xdeg`。`X` 为正数时,顺时针旋转;为负数时,逆时针旋转
	- `translate`:平移,基于 `XY` 轴重新定位元素。属性值为一个时,`x`、`y` 轴参数相同;为两个时,`x`、`y` 轴分别定位
	- `skew`:将元素沿水平方向倾斜变形。属性值为一个时,`x/y` 轴参数相同;为两个时,`x`、`y` 轴各自倾斜 */
	-webkit-animation:move 5s linear infinite;
}
.minbox{
	width:100px;
	height:100px;
	position: absolute;
	left:50px;
	top:30px;
	-webkit-transform-style:preserve-3d;
}
.minbox li{
	width:100px;
	height:100px;
	position: absolute;
	left:0;
	top:0;
}
.minbox li:nth-child(1){
	background: url(../img/9.jpg) no-repeat 0 0;
	-webkit-transform:translateZ(50px);
}
.minbox li:nth-child(2){
	background: url(../img/99.jpg) no-repeat 0 0;
	-webkit-transform:rotateX(180deg) translateZ(50px);
}
.minbox li:nth-child(3){
	background: url(../img/999.jpg) no-repeat 0 0;
	-webkit-transform:rotateX(-90deg) translateZ(50px);
}
.minbox li:nth-child(4){
	background: url(../img/9999.jpg) no-repeat 0 0;
	-webkit-transform:rotateX(90deg) translateZ(50px);
}
.minbox li:nth-child(5){
	background: url(../img/99999.jpg) no-repeat 0 0;
	-webkit-transform:rotateY(-90deg) translateZ(50px);
}
.minbox li:nth-child(6){
	background: url(../img/999999.jpg) no-repeat 0 0;
	-webkit-transform:rotateY(90deg) translateZ(50px);
}
.maxbox li:nth-child(1){
	background: url(../img/0.jpg) no-repeat 0 0;
	-webkit-transform:translateZ(50px);
}
.maxbox li:nth-child(2){
	background: url(../img/00.jpg) no-repeat 0 0;
	-webkit-transform:translateZ(50px);
}
.maxbox li:nth-child(3){
	background: url(../img/000.jpg) no-repeat 0 0;
	-webkit-transform:rotateX(-90deg) translateZ(50px);
}
.maxbox li:nth-child(4){
	background: url(../img/0000.jpg) no-repeat 0 0;
	-webkit-transform:rotateX(90deg) translateZ(50px);
}
.maxbox li:nth-child(5){
	background: url(../img/00000.jpg) no-repeat 0 0;
	-webkit-transform:rotateY(-90deg) translateZ(50px);
}
.maxbox li:nth-child(6){
	background: url(../img/000000.jpg) no-repeat 0 0;
	-webkit-transform:rotateY(90deg) translateZ(50px);
}
.maxbox{
	width: 800px;
	height: 400px;
	position: absolute;
	left: 0;
	top: -20px;
	-webkit-transform-style: preserve-3d;
}
.maxbox li{
	width: 200px;
	height: 200px;
	background: #fff;
	border:1px solid #ccc;
	position: absolute;
	left: 0;
	top: 0;
	opacity: 0.2;
	-webkit-transition:all 1s ease;
}
.maxbox li:nth-child(1){
	-webkit-transform:translateZ(100px);
}
.maxbox li:nth-child(2){
	-webkit-transform:rotateX(180deg) translateZ(100px);
}
.maxbox li:nth-child(3){
	-webkit-transform:rotateX(-90deg) translateZ(100px);
}
.maxbox li:nth-child(4){
	-webkit-transform:rotateX(90deg) translateZ(100px);
}
.maxbox li:nth-child(5){
	-webkit-transform:rotateY(-90deg) translateZ(100px);
}
.maxbox li:nth-child(6){
	-webkit-transform:rotateY(90deg) translateZ(100px);
}
.box:hover ol li:nth-child(1){
	-webkit-transform:translateZ(300px);
	width: 400px;
	height: 400px;
	opacity: 0.8;
	left: -100px;
	top: -100px;
}
.box:hover ol li:nth-child(2){
	-webkit-transform:rotateX(180deg) translateZ(300px);
	width: 400px;
	height: 400px;
	opacity: 0.8;
	left: -100px;
	top: -100px;
}
.box:hover ol li:nth-child(3){
	-webkit-transform:rotateX(-90deg) translateZ(300px);
	width: 400px;
	height: 400px;
	opacity: 0.8;
	left: -100px;
	top: -100px;
}
.box:hover ol li:nth-child(4){
	-webkit-transform:rotateX(90deg) translateZ(300px);
	width: 400px;
	height: 400px;
	opacity: 0.8;
	left: -100px;
	top: -100px;
}
.box:hover ol li:nth-child(5){
	-webkit-transform:rotateY(-90deg) translateZ(300px);
	width: 400px;
	height: 400px;
	opacity: 0.8;
	left: -100px;
	top: -100px;
}
.box:hover ol li:nth-child(6){
	-webkit-transform:rotateY(90deg) translateZ(300px);
	width: 400px;
	height: 400px;
	opacity: 0.8;
	left: -100px;
	top: -100px;
}
@keyframes move{
	0%{
		-webkit-transform: rotateX(13deg) rotateY(0deg);
	}
	100%{
		-webkit-transform:rotateX(13deg) rotateY(360deg);
	}
}

下面的代码自定义图片:

.minbox li:nth-child(1){
    background: url(../img/9.jpg) no-repeat 0 0;
    -webkit-transform:translateZ(50px);
}
.minbox li:nth-child(2){
    background: url(../img/99.jpg) no-repeat 0 0;
    -webkit-transform:rotateX(180deg) translateZ(50px);
}
.minbox li:nth-child(3){
    background: url(../img/999.jpg) no-repeat 0 0;
    -webkit-transform:rotateX(-90deg) translateZ(50px);
}
.minbox li:nth-child(4){
    background: url(../img/9999.jpg) no-repeat 0 0;
    -webkit-transform:rotateX(90deg) translateZ(50px);
}
.minbox li:nth-child(5){
    background: url(../img/99999.jpg) no-repeat 0 0;
    -webkit-transform:rotateY(-90deg) translateZ(50px);
}
.minbox li:nth-child(6){
    background: url(../img/999999.jpg) no-repeat 0 0;
    -webkit-transform:rotateY(90deg) translateZ(50px);
}
.maxbox li:nth-child(1){
    background: url(../img/0.jpg) no-repeat 0 0;
    -webkit-transform:translateZ(50px);
}
.maxbox li:nth-child(2){
    background: url(../img/00.jpg) no-repeat 0 0;
    -webkit-transform:translateZ(50px);
}
.maxbox li:nth-child(3){
    background: url(../img/000.jpg) no-repeat 0 0;
    -webkit-transform:rotateX(-90deg) translateZ(50px);
}
.maxbox li:nth-child(4){
    background: url(../img/0000.jpg) no-repeat 0 0;
    -webkit-transform:rotateX(90deg) translateZ(50px);
}
.maxbox li:nth-child(5){
    background: url(../img/00000.jpg) no-repeat 0 0;
    -webkit-transform:rotateY(-90deg) translateZ(50px);
}
.maxbox li:nth-child(6){
    background: url(../img/000000.jpg) no-repeat 0 0;
    -webkit-transform:rotateY(90deg) translateZ(50px);
}

漫天花雨HTML特效+3D相册