JSFiddle - React, Tailwind, and code Playground
by Ayri Rin
HTML
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://threejs.org/examples/js/libs/stats.min.js"></script>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl particles waves example
</div>
CSS
body {
background-color: #000;
margin: 0px;
overflow: hidden;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
text-align:center;
}
a {
color:#0078ff;
}
#info {
color:#fff;
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
JavaScript
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
var container, stats;
var camera, scene, renderer;
var particles, count = 0;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
//
var numParticles = AMOUNTX * AMOUNTY;
var positions = new Float32Array( numParticles * 3 );
var scales = new Float32Array( numParticles );
var i = 0, j = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
positions[ i + 1 ] = 0; // y
positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
scales[ j ] = 1;
i += 3;
j ++;
}
}
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
var material = new THREE.ShaderMaterial( {
uniforms: {
color: { value: new THREE.Color( 0xffffff ) },
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
} );
//
particles = new THREE.Points( geometry, material );
scene.add( particles );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight...