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