JSFiddle - React, Tailwind, and code Playground
by Javier Cruz
HTML
<script src="http://threejs.org/build/three.min.js"></script>
<!-- Definition of shader material for the default particles -->
<script type="x-shader/x-vertex" id="default-vertexshader">
attribute float alpha;
varying vec3 vColor;
varying vec2 vUv;
uniform float size;
uniform float scale;
//Maps textures
void main() {
vUv = uv;
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
float sizeAttenuation = size * ( scale / length( mvPosition.xyz ) );
gl_PointSize = size * alpha * sizeAttenuation ; // alpha to vary point size
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="default-fragmentshader">
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, 1.0 );
}
</script>
JavaScript
init();
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(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 400;
}
var PointSystem(pc, sSize, listX, listY, listZ, col ) {
// System parameters
var pointCount = pc || 6;
var spaceSide = sSize || 200;
var lx = listX || [-1,1,0,0,0,0];
var ly = listY || [0,0,1,-1,0,0];
var lz = listZ || [0,0,0,0,1,-1];
var color4all = col || new THREE.Color(1,1,1);
// Buffer geometry attribues
var positions = new Float32Array(count * 3);
var colors = new Float32Array(count * 3);
var alphas = new Float32Array(count);
var geometry = new THREE.BufferGeometry();
var halfSide = spaceSide/2;
for (var i = 0; i < this.count; i++) {
// set position
var x = lx[i] * halfSide;
var y = ly[i] * halfSide;
var z = lz[i] * halfSide;
positions[i * 3 + 0] = x; //x;
positions[i * 3 + 1] = y; // y;
positions[i * 3 + 2] = z; //z;
// colors
colors[i * 3 + 0] = color4all.r;
colors[i * 3 + 1] = color4all.g;
colors[i * 3 + 2] = color4all.b;
// sizes
alphas[i] = Array.isArray(this.particleSize) ? this.particleSize[i] : this.particleSize;
}
geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.addAttribute('color', new THREE.BufferAttribute(colors, 3));
geometry.addAttribute('alpha', new THREE.BufferAttribute(alphas, 1));
//this.geometry.computeBoundingSphere();
//this.geometry.computeBoundingBox();
geometry.boundingBox = null;
var uniforms = {
"size" : { type: "f", value: 1.0 }, //used to size attenuation
"scale" : { type: "f", value: window.innerHeight / 2 }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
...