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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 src="../build/three.js"></script>
  14. <script src="js/shaders/FresnelShader.js"></script>
  15. <script src="js/WebGL.js"></script>
  16. <script>
  17. if ( WEBGL.isWebGLAvailable() === false ) {
  18. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  19. }
  20. var container;
  21. var camera, scene, renderer;
  22. var spheres = [];
  23. var mouseX = 0, mouseY = 0;
  24. var windowHalfX = window.innerWidth / 2;
  25. var windowHalfY = window.innerHeight / 2;
  26. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  27. init();
  28. animate();
  29. function init() {
  30. container = document.createElement( 'div' );
  31. document.body.appendChild( container );
  32. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
  33. camera.position.z = 3200;
  34. //
  35. var path = "textures/cube/Park2/";
  36. var format = '.jpg';
  37. var urls = [
  38. path + 'posx' + format, path + 'negx' + format,
  39. path + 'posy' + format, path + 'negy' + format,
  40. path + 'posz' + format, path + 'negz' + format
  41. ];
  42. var textureCube = new THREE.CubeTextureLoader().load( urls );
  43. textureCube.format = THREE.RGBFormat;
  44. scene = new THREE.Scene();
  45. scene.background = textureCube;
  46. //
  47. var geometry = new THREE.SphereBufferGeometry( 100, 32, 16 );
  48. var shader = THREE.FresnelShader;
  49. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  50. uniforms[ "tCube" ].value = textureCube;
  51. var material = new THREE.ShaderMaterial( {
  52. uniforms: uniforms,
  53. vertexShader: shader.vertexShader,
  54. fragmentShader: shader.fragmentShader
  55. } );
  56. for ( var i = 0; i < 500; i ++ ) {
  57. var mesh = new THREE.Mesh( geometry, material );
  58. mesh.position.x = Math.random() * 10000 - 5000;
  59. mesh.position.y = Math.random() * 10000 - 5000;
  60. mesh.position.z = Math.random() * 10000 - 5000;
  61. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 3 + 1;
  62. scene.add( mesh );
  63. spheres.push( mesh );
  64. }
  65. //
  66. renderer = new THREE.WebGLRenderer();
  67. renderer.setPixelRatio( window.devicePixelRatio );
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. container.appendChild( renderer.domElement );
  70. //
  71. window.addEventListener( 'resize', onWindowResize, false );
  72. }
  73. function onWindowResize() {
  74. windowHalfX = window.innerWidth / 2;
  75. windowHalfY = window.innerHeight / 2;
  76. camera.aspect = window.innerWidth / window.innerHeight;
  77. camera.updateProjectionMatrix();
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. }
  80. function onDocumentMouseMove( event ) {
  81. mouseX = ( event.clientX - windowHalfX ) * 10;
  82. mouseY = ( event.clientY - windowHalfY ) * 10;
  83. }
  84. //
  85. function animate() {
  86. requestAnimationFrame( animate );
  87. render();
  88. }
  89. function render() {
  90. var timer = 0.0001 * Date.now();
  91. camera.position.x += ( mouseX - camera.position.x ) * .05;
  92. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  93. camera.lookAt( scene.position );
  94. for ( var i = 0, il = spheres.length; i < il; i ++ ) {
  95. var sphere = spheres[ i ];
  96. sphere.position.x = 5000 * Math.cos( timer + i );
  97. sphere.position.y = 5000 * Math.sin( timer + i * 1.1 );
  98. }
  99. renderer.render( scene, camera );
  100. }
  101. </script>
  102. </body>
  103. </html>