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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - buffer geometry custom attributes - particles</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- color: #ffffff;
- background-color: #000000;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- position: absolute;
- top: 0px;
- width: 100%;
- padding: 5px;
- font-family: Monospace;
- font-size: 13px;
- text-align: center;
- font-weight: bold;
- }
- a {
- color: #fff;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - buffergeometry custom attributes - particles</div>
- <script src="../build/three.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script type="x-shader/x-vertex" id="vertexshader">
- attribute float size;
- attribute vec3 customColor;
- varying vec3 vColor;
- void main() {
- vColor = customColor;
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_PointSize = size * ( 300.0 / -mvPosition.z );
- gl_Position = projectionMatrix * mvPosition;
- }
- </script>
- <script type="x-shader/x-fragment" id="fragmentshader">
- uniform vec3 color;
- uniform sampler2D texture;
- varying vec3 vColor;
- void main() {
- gl_FragColor = vec4( color * vColor, 1.0 );
- gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
- }
- </script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var renderer, scene, camera, stats;
- var particleSystem, uniforms, geometry;
- var particles = 100000;
- var WIDTH = window.innerWidth;
- var HEIGHT = window.innerHeight;
- init();
- animate();
- function init() {
- camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
- camera.position.z = 300;
- scene = new THREE.Scene();
- uniforms = {
- color: { value: new THREE.Color( 0xffffff ) },
- texture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
- };
- var shaderMaterial = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
- blending: THREE.AdditiveBlending,
- depthTest: false,
- transparent: true
- });
- var radius = 200;
- geometry = new THREE.BufferGeometry();
- var positions = new Float32Array( particles * 3 );
- var colors = new Float32Array( particles * 3 );
- var sizes = new Float32Array( particles );
- var color = new THREE.Color();
- for ( var i = 0, i3 = 0; i < particles; i ++, i3 += 3 ) {
- positions[ i3 + 0 ] = ( Math.random() * 2 - 1 ) * radius;
- positions[ i3 + 1 ] = ( Math.random() * 2 - 1 ) * radius;
- positions[ i3 + 2 ] = ( Math.random() * 2 - 1 ) * radius;
- color.setHSL( i / particles, 1.0, 0.5 );
- colors[ i3 + 0 ] = color.r;
- colors[ i3 + 1 ] = color.g;
- colors[ i3 + 2 ] = color.b;
- sizes[ i ] = 20;
- }
- geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
- geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
- particleSystem = new THREE.Points( geometry, shaderMaterial );
- scene.add( particleSystem );
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( WIDTH, HEIGHT );
- var container = document.getElementById( 'container' );
- container.appendChild( renderer.domElement );
- stats = new Stats();
- container.appendChild( stats.dom );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var time = Date.now() * 0.005;
- particleSystem.rotation.z = 0.01 * time;
- var sizes = geometry.attributes.size.array;
- for ( var i = 0; i < particles; i++ ) {
- sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
- }
- geometry.attributes.size.needsUpdate = true;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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