webgl_materials_shaders_fresnel.html 3.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - shaders [Fresnel]</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl cube Fresnel shader demo.<br/>texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank" rel="noopener">Humus</a>
  12. </div>
  13. <script type="module">
  14. import {
  15. CubeTextureLoader,
  16. Mesh,
  17. PerspectiveCamera,
  18. RGBFormat,
  19. Scene,
  20. ShaderMaterial,
  21. SphereBufferGeometry,
  22. UniformsUtils,
  23. WebGLRenderer,
  24. } from "../build/three.module.js";
  25. import { FresnelShader } from './jsm/shaders/FresnelShader.js';
  26. var container;
  27. var camera, scene, renderer;
  28. var spheres = [];
  29. var mouseX = 0, mouseY = 0;
  30. var windowHalfX = window.innerWidth / 2;
  31. var windowHalfY = window.innerHeight / 2;
  32. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  33. init();
  34. animate();
  35. function init() {
  36. container = document.createElement( 'div' );
  37. document.body.appendChild( container );
  38. camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
  39. camera.position.z = 3200;
  40. //
  41. var path = "textures/cube/Park2/";
  42. var format = '.jpg';
  43. var urls = [
  44. path + 'posx' + format, path + 'negx' + format,
  45. path + 'posy' + format, path + 'negy' + format,
  46. path + 'posz' + format, path + 'negz' + format
  47. ];
  48. var textureCube = new CubeTextureLoader().load( urls );
  49. textureCube.format = RGBFormat;
  50. scene = new Scene();
  51. scene.background = textureCube;
  52. //
  53. var geometry = new SphereBufferGeometry( 100, 32, 16 );
  54. var shader = FresnelShader;
  55. var uniforms = UniformsUtils.clone( shader.uniforms );
  56. uniforms[ "tCube" ].value = textureCube;
  57. var material = new ShaderMaterial( {
  58. uniforms: uniforms,
  59. vertexShader: shader.vertexShader,
  60. fragmentShader: shader.fragmentShader
  61. } );
  62. for ( var i = 0; i < 500; i ++ ) {
  63. var mesh = new Mesh( geometry, material );
  64. mesh.position.x = Math.random() * 10000 - 5000;
  65. mesh.position.y = Math.random() * 10000 - 5000;
  66. mesh.position.z = Math.random() * 10000 - 5000;
  67. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 3 + 1;
  68. scene.add( mesh );
  69. spheres.push( mesh );
  70. }
  71. //
  72. renderer = new WebGLRenderer();
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. container.appendChild( renderer.domElement );
  76. //
  77. window.addEventListener( 'resize', onWindowResize, false );
  78. }
  79. function onWindowResize() {
  80. windowHalfX = window.innerWidth / 2;
  81. windowHalfY = window.innerHeight / 2;
  82. camera.aspect = window.innerWidth / window.innerHeight;
  83. camera.updateProjectionMatrix();
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. }
  86. function onDocumentMouseMove( event ) {
  87. mouseX = ( event.clientX - windowHalfX ) * 10;
  88. mouseY = ( event.clientY - windowHalfY ) * 10;
  89. }
  90. //
  91. function animate() {
  92. requestAnimationFrame( animate );
  93. render();
  94. }
  95. function render() {
  96. var timer = 0.0001 * Date.now();
  97. camera.position.x += ( mouseX - camera.position.x ) * .05;
  98. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  99. camera.lookAt( scene.position );
  100. for ( var i = 0, il = spheres.length; i < il; i ++ ) {
  101. var sphere = spheres[ i ];
  102. sphere.position.x = 5000 * Math.cos( timer + i );
  103. sphere.position.y = 5000 * Math.sin( timer + i * 1.1 );
  104. }
  105. renderer.render( scene, camera );
  106. }
  107. </script>
  108. </body>
  109. </html>