hw6 helper
transparent shaderMaterial
by Leoooo
HTML
<div id="info">
Homework 5 Helper<br>
GLSL Phong Shading (per-pixel shading)<br>
Transparent ShaderMaterial
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/107/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script id="myVertexShader" type="x-shader/x-vertex">
uniform vec3 lightpos; // world coordinate
varying vec3 eyelightdir;
varying vec3 eyenormal;
varying vec4 eyepos;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
eyepos = modelViewMatrix * vec4 (position, 1.0);
vec4 eyelightpos= viewMatrix * vec4 (lightpos, 1.0);
eyelightdir = normalize (eyelightpos.xyz - eyepos.xyz);
eyenormal = normalMatrix * normal;
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
varying vec3 eyelightdir;
varying vec3 eyenormal;`
varying vec4 eyepos;
uniform float opacity;
void main() {
float intensity = dot (normalize (eyenormal), normalize (eyelightdir));
vec3 diffuse = intensity*vec3 (1,1,1);
vec3 h = normalize(-normalize (eyepos.xyz) + normalize (eyelightdir));
float shininess = 40.;
vec3 specular = pow (dot (eyenormal, h), shininess) *vec3 (1,0,0);
gl_FragColor = vec4(diffuse + specular, opacity);
}
</script>
CSS
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 10px;
position: absolute;
}
#info {
position: absolute;
top: 3%;
width: 100%;
padding: 5px;
text-align: center;
color: #ffff00
}
JavaScript
var scene, renderer, camera;
var mesh;
var pointLight;
var meshMaterial;
var angle = 0;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
camera.position.set (0, 160, 400);
camera.lookAt(new THREE.Vector3(0, 0, 0));
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
renderer.setClearColor(0x888888);
scene = new THREE.Scene();
let controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(200, 20, 'red', 'white');
scene.add(gridXZ);
pointLight = new THREE.PointLight(0xffffff);
scene.add(pointLight);
scene.add (new THREE.PointLightHelper (pointLight, 5));
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
//////////////////////////////////////////////////////////
meshMaterial = new THREE.ShaderMaterial({
uniforms: {
lightpos: {type: 'v3', value: new THREE.Vector3()},
opacity: {type: 'f', value: 1.0}
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
// important!!
meshMaterial.transparent = true;
var geometry = new THREE.TorusKnotGeometry(20, 5, 100, 16);
mesh = new THREE.Mesh(geometry, meshMaterial);
scene.add(mesh);
}
function animate() {
angle += 0.01;
pointLight.position.set(50 * Math.cos(angle), 80, 50 * Math.sin(angle));
meshMaterial.uniforms.lightpos.value.copy (pointLight.position);
meshMaterial.uniforms.opacity.value = Math.abs(Math.sin (angle));
requestAnimationFrame(animate);
renderer.render(scene, camera);
}