webgl_buffergeometry_rawshader.html 4.2 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. <style>
  8. body {
  9. color: #ffffff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a {
  24. color: #ffffff;
  25. }
  26. #oldie a { color:#da0 }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - raw shader demo</div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script src="js/libs/stats.min.js"></script>
  35. <script id="vertexShader" type="x-shader/x-vertex">
  36. precision mediump float;
  37. precision mediump int;
  38. uniform mat4 modelViewMatrix; // optional
  39. uniform mat4 projectionMatrix; // optional
  40. attribute vec3 position;
  41. attribute vec4 color;
  42. varying vec3 vPosition;
  43. varying vec4 vColor;
  44. void main() {
  45. vPosition = position;
  46. vColor = color;
  47. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  48. }
  49. </script>
  50. <script id="fragmentShader" type="x-shader/x-fragment">
  51. precision mediump float;
  52. precision mediump int;
  53. uniform float time;
  54. varying vec3 vPosition;
  55. varying vec4 vColor;
  56. void main() {
  57. vec4 color = vec4( vColor );
  58. color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
  59. gl_FragColor = color;
  60. }
  61. </script>
  62. <script>
  63. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  64. var container, stats;
  65. var camera, scene, renderer;
  66. init();
  67. animate();
  68. function init() {
  69. container = document.getElementById( 'container' );
  70. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
  71. camera.position.z = 2;
  72. scene = new THREE.Scene();
  73. scene.background = new THREE.Color( 0x101010 );
  74. // geometry
  75. var triangles = 500;
  76. var geometry = new THREE.BufferGeometry();
  77. var positions = [];
  78. var colors = [];
  79. for ( var i = 0; i < triangles; i ++ ) {
  80. positions.push( Math.random() - 0.5 );
  81. positions.push( Math.random() - 0.5 );
  82. positions.push( Math.random() - 0.5 );
  83. colors.push( Math.random() * 255 );
  84. colors.push( Math.random() * 255 );
  85. colors.push( Math.random() * 255 );
  86. colors.push( Math.random() * 255 );
  87. }
  88. var positionAttribute = new THREE.Float32BufferAttribute( positions, 3 );
  89. var colorAttribute = new THREE.Uint8BufferAttribute( colors, 4 );
  90. colorAttribute.normalized = true; // this will map the buffer values to 0.0f - +1.0f in the shader
  91. geometry.addAttribute( 'position', positionAttribute );
  92. geometry.addAttribute( 'color', colorAttribute );
  93. // material
  94. var material = new THREE.RawShaderMaterial( {
  95. uniforms: {
  96. time: { value: 1.0 }
  97. },
  98. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  99. fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
  100. side: THREE.DoubleSide,
  101. transparent: true
  102. } );
  103. var mesh = new THREE.Mesh( geometry, material );
  104. scene.add( mesh );
  105. renderer = new THREE.WebGLRenderer();
  106. renderer.setPixelRatio( window.devicePixelRatio );
  107. renderer.setSize( window.innerWidth, window.innerHeight );
  108. container.appendChild( renderer.domElement );
  109. stats = new Stats();
  110. container.appendChild( stats.dom );
  111. window.addEventListener( 'resize', onWindowResize, false );
  112. }
  113. function onWindowResize( event ) {
  114. camera.aspect = window.innerWidth / window.innerHeight;
  115. camera.updateProjectionMatrix();
  116. renderer.setSize( window.innerWidth, window.innerHeight );
  117. }
  118. //
  119. function animate() {
  120. requestAnimationFrame( animate );
  121. render();
  122. stats.update();
  123. }
  124. function render() {
  125. var time = performance.now();
  126. var object = scene.children[ 0 ];
  127. object.rotation.y = time * 0.0005;
  128. object.material.uniforms.time.value = time * 0.005;
  129. renderer.render( scene, camera );
  130. }
  131. </script>
  132. </body>
  133. </html>