webgl_materials_shaders_fresnel.html 4.2 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. <style>
  8. body {
  9. background:#000;
  10. padding:0;
  11. margin:0;
  12. font-weight: bold;
  13. overflow:hidden;
  14. }
  15. #info {
  16. position: absolute;
  17. top: 0px; width: 100%;
  18. color: #ffffff;
  19. padding: 5px;
  20. font-family:Monospace;
  21. font-size:13px;
  22. text-align:center;
  23. z-index:1000;
  24. }
  25. a { color: #ffffff; }
  26. #oldie a { color:#0b0 }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - webgl cube Fresnel shader demo. texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank">Humus</a> </div>
  31. <script src="../build/three.js"></script>
  32. <script src="js/shaders/FresnelShader.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script>
  35. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  36. var container;
  37. var camera, scene, renderer;
  38. var mesh, zmesh, lightMesh, geometry;
  39. var spheres = [];
  40. var directionalLight, pointLight;
  41. var mouseX = 0, mouseY = 0;
  42. var windowHalfX = window.innerWidth / 2;
  43. var windowHalfY = window.innerHeight / 2;
  44. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  45. init();
  46. animate();
  47. function init() {
  48. container = document.createElement( 'div' );
  49. document.body.appendChild( container );
  50. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
  51. camera.position.z = 3200;
  52. //
  53. var path = "textures/cube/Park2/";
  54. var format = '.jpg';
  55. var urls = [
  56. path + 'posx' + format, path + 'negx' + format,
  57. path + 'posy' + format, path + 'negy' + format,
  58. path + 'posz' + format, path + 'negz' + format
  59. ];
  60. var textureCube = new THREE.CubeTextureLoader().load( urls );
  61. textureCube.format = THREE.RGBFormat;
  62. scene = new THREE.Scene();
  63. scene.background = textureCube;
  64. //
  65. var geometry = new THREE.SphereGeometry( 100, 32, 16 );
  66. var shader = THREE.FresnelShader;
  67. var uniforms = Object.assign( {}, shader.uniforms );
  68. uniforms[ "tCube" ].value = textureCube;
  69. var material = new THREE.ShaderMaterial( {
  70. uniforms: uniforms,
  71. vertexShader: shader.vertexShader,
  72. fragmentShader: shader.fragmentShader
  73. } );
  74. for ( var i = 0; i < 500; i ++ ) {
  75. var mesh = new THREE.Mesh( geometry, material );
  76. mesh.position.x = Math.random() * 10000 - 5000;
  77. mesh.position.y = Math.random() * 10000 - 5000;
  78. mesh.position.z = Math.random() * 10000 - 5000;
  79. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 3 + 1;
  80. scene.add( mesh );
  81. spheres.push( mesh );
  82. }
  83. scene.matrixAutoUpdate = false;
  84. //
  85. renderer = new THREE.WebGLRenderer( { antialias: false } );
  86. renderer.setPixelRatio( window.devicePixelRatio );
  87. renderer.setSize( window.innerWidth, window.innerHeight );
  88. container.appendChild( renderer.domElement );
  89. //
  90. window.addEventListener( 'resize', onWindowResize, false );
  91. }
  92. function onWindowResize() {
  93. windowHalfX = window.innerWidth / 2;
  94. windowHalfY = window.innerHeight / 2;
  95. camera.aspect = window.innerWidth / window.innerHeight;
  96. camera.updateProjectionMatrix();
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. }
  99. function onDocumentMouseMove( event ) {
  100. mouseX = ( event.clientX - windowHalfX ) * 10;
  101. mouseY = ( event.clientY - windowHalfY ) * 10;
  102. }
  103. //
  104. function animate() {
  105. requestAnimationFrame( animate );
  106. render();
  107. }
  108. function render() {
  109. var timer = 0.0001 * Date.now();
  110. camera.position.x += ( mouseX - camera.position.x ) * .05;
  111. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  112. camera.lookAt( scene.position );
  113. for ( var i = 0, il = spheres.length; i < il; i ++ ) {
  114. var sphere = spheres[ i ];
  115. sphere.position.x = 5000 * Math.cos( timer + i );
  116. sphere.position.y = 5000 * Math.sin( timer + i * 1.1 );
  117. }
  118. renderer.render( scene, camera );
  119. }
  120. </script>
  121. </body>
  122. </html>