webgl_buffergeometry_rawshader.html 4.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - raw shader</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="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - raw shader demo</div>
  12. <script id="vertexShader" type="x-shader/x-vertex">
  13. precision mediump float;
  14. precision mediump int;
  15. uniform mat4 modelViewMatrix; // optional
  16. uniform mat4 projectionMatrix; // optional
  17. attribute vec3 position;
  18. attribute vec4 color;
  19. varying vec3 vPosition;
  20. varying vec4 vColor;
  21. void main() {
  22. vPosition = position;
  23. vColor = color;
  24. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  25. }
  26. </script>
  27. <script id="fragmentShader" type="x-shader/x-fragment">
  28. precision mediump float;
  29. precision mediump int;
  30. uniform float time;
  31. varying vec3 vPosition;
  32. varying vec4 vColor;
  33. void main() {
  34. vec4 color = vec4( vColor );
  35. color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
  36. gl_FragColor = color;
  37. }
  38. </script>
  39. <script type="module">
  40. import {
  41. BufferGeometry,
  42. Color,
  43. DoubleSide,
  44. Float32BufferAttribute,
  45. Mesh,
  46. PerspectiveCamera,
  47. RawShaderMaterial,
  48. Scene,
  49. Uint8BufferAttribute,
  50. WebGLRenderer
  51. } from "../build/three.module.js";
  52. import Stats from './jsm/libs/stats.module.js';
  53. var container, stats;
  54. var camera, scene, renderer;
  55. init();
  56. animate();
  57. function init() {
  58. container = document.getElementById( 'container' );
  59. camera = new PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
  60. camera.position.z = 2;
  61. scene = new Scene();
  62. scene.background = new Color( 0x101010 );
  63. // geometry
  64. var triangles = 500;
  65. var geometry = new BufferGeometry();
  66. var positions = [];
  67. var colors = [];
  68. for ( var i = 0; i < triangles; i ++ ) {
  69. positions.push( Math.random() - 0.5 );
  70. positions.push( Math.random() - 0.5 );
  71. positions.push( Math.random() - 0.5 );
  72. colors.push( Math.random() * 255 );
  73. colors.push( Math.random() * 255 );
  74. colors.push( Math.random() * 255 );
  75. colors.push( Math.random() * 255 );
  76. }
  77. var positionAttribute = new Float32BufferAttribute( positions, 3 );
  78. var colorAttribute = new Uint8BufferAttribute( colors, 4 );
  79. colorAttribute.normalized = true; // this will map the buffer values to 0.0f - +1.0f in the shader
  80. geometry.addAttribute( 'position', positionAttribute );
  81. geometry.addAttribute( 'color', colorAttribute );
  82. // material
  83. var material = new RawShaderMaterial( {
  84. uniforms: {
  85. time: { value: 1.0 }
  86. },
  87. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  88. fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
  89. side: DoubleSide,
  90. transparent: true
  91. } );
  92. var mesh = new Mesh( geometry, material );
  93. scene.add( mesh );
  94. renderer = new WebGLRenderer();
  95. renderer.setPixelRatio( window.devicePixelRatio );
  96. renderer.setSize( window.innerWidth, window.innerHeight );
  97. container.appendChild( renderer.domElement );
  98. stats = new Stats();
  99. container.appendChild( stats.dom );
  100. window.addEventListener( 'resize', onWindowResize, false );
  101. }
  102. function onWindowResize() {
  103. camera.aspect = window.innerWidth / window.innerHeight;
  104. camera.updateProjectionMatrix();
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. }
  107. //
  108. function animate() {
  109. requestAnimationFrame( animate );
  110. render();
  111. stats.update();
  112. }
  113. function render() {
  114. var time = performance.now();
  115. var object = scene.children[ 0 ];
  116. object.rotation.y = time * 0.0005;
  117. object.material.uniforms.time.value = time * 0.005;
  118. renderer.render( scene, camera );
  119. }
  120. </script>
  121. </body>
  122. </html>