JSFiddle - React, Tailwind, and code Playground
HTML
<script src="http://github.com/mrdoob/three.js/raw/master/build/three.min.js"></script>
CSS
body {
margin: 0px;
overflow: hidden;
background-color: #f0f0f0;
}
JavaScript
// Hello World1 from https://github.com/mrdoob/three.js
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
geometry = new THREE.CubeGeometry( 200, 200, 200 );
var material = new THREE.ShaderMaterial(
{
fragmentShader: ["void main( void )",
"{",
"vec2 dSTdx = dFdx( vec2(1.0, 1.0) );",
"gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);",
"}"].join("\n"),
vertexShader:
["#extension GL_OES_standard_derivatives : enable;void main()",
"{",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"gl_Position = projectionMatrix * mvPosition;",
"}"].join("\n")
});
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
// note: three.js includes requestAnimationFrame shim
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}