webgl_buffergeometry_rawshader.html 4.2 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - raw shader</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #ffffff;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}

			#info {
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
			}

			a {
				color: #ffffff;
			}

			#oldie a { color:#da0 }
		</style>
	</head>
	<body>

		<div id="container"></div>
		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - raw shader demo</div>

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		<script src="../build/three.js"></script>
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		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script id="vertexShader" type="x-shader/x-vertex">

			precision mediump float;
			precision mediump int;

			uniform mat4 modelViewMatrix; // optional
			uniform mat4 projectionMatrix; // optional

			attribute vec3 position;
			attribute vec4 color;

			varying vec3 vPosition;
			varying vec4 vColor;

			void main()	{

				vPosition = position;
				vColor = color;

				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}

		</script>

		<script id="fragmentShader" type="x-shader/x-fragment">

			precision mediump float;
			precision mediump int;

			uniform float time;

			varying vec3 vPosition;
			varying vec4 vColor;

			void main()	{

				vec4 color = vec4( vColor );
				color.r += sin( vPosition.x * 10.0 + time ) * 0.5;

				gl_FragColor = color;

			}

		</script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var container, stats;

			var camera, scene, renderer;

			init();
			animate();

			function init() {

				container = document.getElementById( 'container' );

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
				camera.position.z = 2;

				scene = new THREE.Scene();

				// geometry

				var triangles = 500;

				var geometry = new THREE.BufferGeometry();

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				var vertices = new Float32Array( triangles * 3 * 3 );
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				for ( var i = 0, l = triangles * 3 * 3; i < l; i += 3 ) {
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					vertices[ i     ] = Math.random() - 0.5;
					vertices[ i + 1 ] = Math.random() - 0.5;
					vertices[ i + 2 ] = Math.random() - 0.5;
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				}

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				geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
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				var colors = new Uint8Array( triangles * 3 * 4 );
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				for ( var i = 0, l = triangles * 3 * 4; i < l; i += 4 ) {
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					colors[ i     ] = Math.random() * 255;
					colors[ i + 1 ] = Math.random() * 255;
					colors[ i + 2 ] = Math.random() * 255;
					colors[ i + 3 ] = Math.random() * 255;
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				}

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				geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 4, true ) );
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				// material

				var material = new THREE.RawShaderMaterial( {

					uniforms: {
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						time: { value: 1.0 }
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					},
					vertexShader: document.getElementById( 'vertexShader' ).textContent,
					fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
					side: THREE.DoubleSide,
					transparent: true

				} );

				var mesh = new THREE.Mesh( geometry, material );
				scene.add( mesh );

				renderer = new THREE.WebGLRenderer();
				renderer.setClearColor( 0x101010 );
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				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
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				container.appendChild( renderer.domElement );

				stats = new Stats();
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				container.appendChild( stats.dom );
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				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize( event ) {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				var time = performance.now();

				var object = scene.children[ 0 ];

				object.rotation.y = time * 0.0005;
				object.material.uniforms.time.value = time * 0.005;

				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>