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webgl_buffergeometry_rawshader.html
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webgl_buffergeometry_rawshader.html
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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>
<script src="../build/three.js"></script>
<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();
var vertices = new Float32Array( triangles * 3 * 3 );
for ( var i = 0, l = triangles * 3 * 3; i < l; i += 3 ) {
vertices[ i ] = Math.random() - 0.5;
vertices[ i + 1 ] = Math.random() - 0.5;
vertices[ i + 2 ] = Math.random() - 0.5;
}
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var colors = new Uint8Array( triangles * 3 * 4 );
for ( var i = 0, l = triangles * 3 * 4; i < l; i += 4 ) {
colors[ i ] = Math.random() * 255;
colors[ i + 1 ] = Math.random() * 255;
colors[ i + 2 ] = Math.random() * 255;
colors[ i + 3 ] = Math.random() * 255;
}
geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 4, true ) );
// material
var material = new THREE.RawShaderMaterial( {
uniforms: {
time: { value: 1.0 }
},
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 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
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>