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webgl_materials_shaders_fresnel.html
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<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - materials - shaders [Fresnel]</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 {
background:#000;
padding:0;
margin:0;
font-weight: bold;
overflow:hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
text-align:center;
z-index:1000;
}
a { color: #ffffff; }
#oldie a { color:#0b0 }
</style>
</head>
<body>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl cube Fresnel shader demo. texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank">Humus</a> </div>
<script src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container;
var camera, scene, renderer;
var cameraCube, sceneCube;
var mesh, zmesh, lightMesh, geometry;
var spheres = [];
var directionalLight, pointLight;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = 3200;
cameraCube = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
cubeTarget = new THREE.Vector3( 0, 0, 0 );
scene = new THREE.Scene();
sceneCube = new THREE.Scene();
var geometry = new THREE.SphereGeometry( 100, 32, 16 );
var path = "textures/cube/Park2/";
var format = '.jpg';
var urls = [
path + 'posx' + format, path + 'negx' + format,
path + 'posy' + format, path + 'negy' + format,
path + 'posz' + format, path + 'negz' + format
];
var textureCube = THREE.ImageUtils.loadTextureCube( urls );
var shader = THREE.ShaderUtils.lib[ "fresnel" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tCube" ].texture = textureCube;
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms };
var material = new THREE.ShaderMaterial( parameters );
for ( var i = 0; i < 500; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 10000 - 5000;
mesh.position.y = Math.random() * 10000 - 5000;
mesh.position.z = Math.random() * 10000 - 5000;
mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 3 + 1;
scene.add( mesh );
spheres.push( mesh );
}
scene.matrixAutoUpdate = false;
// Skybox
var shader = THREE.ShaderUtils.lib[ "cube" ];
shader.uniforms[ "tCube" ].texture = textureCube;
var material = new THREE.ShaderMaterial( {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms
} ),
mesh = new THREE.Mesh( new THREE.CubeGeometry( 100000, 100000, 100000 ), material );
mesh.flipSided = true;
sceneCube.add( mesh );
//
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = 0.0001 * Date.now();
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;
cameraCube.lookAt( cubeTarget );
for ( var i = 0, il = spheres.length; i < il; i ++ ) {
var sphere = spheres[ i ];
sphere.position.x = 5000 * Math.cos( timer + i );
sphere.position.y = 5000 * Math.sin( timer + i * 1.1 );
}
renderer.clear();
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );
}
</script>
</body>
</html>