webgl_materials_shaders_fresnel.html 4.3 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. #webglmessage a { color:#0b0 }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl cube Fresnel shader demo. texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank" rel="noopener">Humus</a> </div>
  31. <script src="../build/three.js"></script>
  32. <script src="js/shaders/FresnelShader.js"></script>
  33. <script src="js/WebGL.js"></script>
  34. <script>
  35. if ( WEBGL.isWebGLAvailable() === false ) {
  36. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  37. }
  38. var container;
  39. var camera, scene, renderer;
  40. var mesh, zmesh, lightMesh, geometry;
  41. var spheres = [];
  42. var directionalLight, pointLight;
  43. var mouseX = 0, mouseY = 0;
  44. var windowHalfX = window.innerWidth / 2;
  45. var windowHalfY = window.innerHeight / 2;
  46. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  47. init();
  48. animate();
  49. function init() {
  50. container = document.createElement( 'div' );
  51. document.body.appendChild( container );
  52. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
  53. camera.position.z = 3200;
  54. //
  55. var path = "textures/cube/Park2/";
  56. var format = '.jpg';
  57. var urls = [
  58. path + 'posx' + format, path + 'negx' + format,
  59. path + 'posy' + format, path + 'negy' + format,
  60. path + 'posz' + format, path + 'negz' + format
  61. ];
  62. var textureCube = new THREE.CubeTextureLoader().load( urls );
  63. textureCube.format = THREE.RGBFormat;
  64. scene = new THREE.Scene();
  65. scene.background = textureCube;
  66. //
  67. var geometry = new THREE.SphereBufferGeometry( 100, 32, 16 );
  68. var shader = THREE.FresnelShader;
  69. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  70. uniforms[ "tCube" ].value = textureCube;
  71. var material = new THREE.ShaderMaterial( {
  72. uniforms: uniforms,
  73. vertexShader: shader.vertexShader,
  74. fragmentShader: shader.fragmentShader
  75. } );
  76. for ( var i = 0; i < 500; i ++ ) {
  77. var mesh = new THREE.Mesh( geometry, material );
  78. mesh.position.x = Math.random() * 10000 - 5000;
  79. mesh.position.y = Math.random() * 10000 - 5000;
  80. mesh.position.z = Math.random() * 10000 - 5000;
  81. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 3 + 1;
  82. scene.add( mesh );
  83. spheres.push( mesh );
  84. }
  85. scene.matrixAutoUpdate = false;
  86. //
  87. renderer = new THREE.WebGLRenderer();
  88. renderer.setPixelRatio( window.devicePixelRatio );
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. container.appendChild( renderer.domElement );
  91. //
  92. window.addEventListener( 'resize', onWindowResize, false );
  93. }
  94. function onWindowResize() {
  95. windowHalfX = window.innerWidth / 2;
  96. windowHalfY = window.innerHeight / 2;
  97. camera.aspect = window.innerWidth / window.innerHeight;
  98. camera.updateProjectionMatrix();
  99. renderer.setSize( window.innerWidth, window.innerHeight );
  100. }
  101. function onDocumentMouseMove( event ) {
  102. mouseX = ( event.clientX - windowHalfX ) * 10;
  103. mouseY = ( event.clientY - windowHalfY ) * 10;
  104. }
  105. //
  106. function animate() {
  107. requestAnimationFrame( animate );
  108. render();
  109. }
  110. function render() {
  111. var timer = 0.0001 * Date.now();
  112. camera.position.x += ( mouseX - camera.position.x ) * .05;
  113. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  114. camera.lookAt( scene.position );
  115. for ( var i = 0, il = spheres.length; i < il; i ++ ) {
  116. var sphere = spheres[ i ];
  117. sphere.position.x = 5000 * Math.cos( timer + i );
  118. sphere.position.y = 5000 * Math.sin( timer + i * 1.1 );
  119. }
  120. renderer.render( scene, camera );
  121. }
  122. </script>
  123. </body>
  124. </html>