JSFiddle - React, Tailwind, and code Playground
by EliasHasle
HTML
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
CSS
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
img {
display: hidden;
}
JavaScript
// Simple three.js example
var balls, source, renderer, scene, camera, controls;
init();
requestAnimationFrame(animate);
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 20, 20, 20 );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
//Cube texture
var cubeMap = new THREE.CubeTextureLoader()
.setPath( 'https://threejs.org/examples/textures/cube/pisa/' )
.load( [ 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' ] );
//Projection source
let sourceMaterial = new THREE.ShaderMaterial({
vertexShader: `
varying vec3 vPos;
void main() {
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.);
vPos = position;
}`,
fragmentShader: `
varying vec3 vPos;
uniform samplerCube cubeMap;
void main() {
gl_FragColor = saturate(2.*textureCube(cubeMap, normalize(vPos)));
}`,
uniforms: {cubeMap: {value: cubeMap}}
});
source = new THREE.Mesh(new THREE.SphereBufferGeometry(1,24,36), sourceMaterial);//new THREE.MeshBasicMaterial({color:"white"}));
scene.add(source);
// geometry
var geometry = new THREE.SphereGeometry( 2, 12, 8 );
// material
var material = new THREE.ShaderMaterial( {
vertexShader: `
//uniform mat4 projectionMatrix;
//uniform mat4 modelViewMatrix;
//uniform mat4 modelMatrix;
//uniform mat3 normalMatrix;
//attribute vec3 position;
//attribute vec3 normal;
uniform mat3 globalNormalMatrix;
varying vec3 vWorldPos;
varying vec3 vWorldNorm;
void main() {
gl_Position =...