THREE.js - AA and clear color
by Anton Bagayev
HTML
<head>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/WebGL.js"></script>
<script src="https://threejs.org/examples/js/libs/stats.min.js"></script>
<script src="https://threejs.org/examples/js/libs/dat.gui.min.js"></script>
<script src="https://threejs.org/examples/js/shaders/CopyShader.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://threejs.org/examples/js/shaders/FXAAShader.js"></script>
</head>
<body>
<div id="container"></div>
</body>
CSS
body {
background-color: #00ffff;
}
JavaScript
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer, clock, group, gui;
var composer1, fxaaPass;
var params = {
clearColorAlpha: 1.0
};
init();
animate();
clearGui();
function clearGui() {
if ( gui ) gui.destroy();
gui = new dat.GUI();
gui.add( params, "clearColorAlpha", 0, 1 );
gui.open();
}
function init() {
var container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 500;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xcccccc, 100, 1500 );
clock = new THREE.Clock();
var hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
hemiLight.position.set( 0, 1000, 0 );
scene.add( hemiLight );
var dirLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
dirLight.position.set( - 3000, 1000, - 1000 );
scene.add( dirLight );
//
group = new THREE.Group();
var geometry = new THREE.TetrahedronBufferGeometry( 30 );
var material = new THREE.MeshStandardMaterial( { color: 0xee0808, flatShading: true } );
for ( var i = 0; i < 10; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 500 - 250;
mesh.position.y = Math.random() * 500 - 250;
mesh.position.z = Math.random() * 500 - 250;
mesh.scale.setScalar( Math.random() * 2 + 1 );
mesh.rotation.x = Math.random() * Math.PI;
mesh.rotation.y = Math.random() * Math.PI;
mesh.rotation.z = Math.random() * Math.PI;
group.add( mesh );
}
scene.add( group );
//
renderer = new THREE.WebGLRenderer({
antialias: false,
alpha: true,
preserveDrawingBuffer: true
});
renderer.toneMapping = THREE.LinearToneMapping;
renderer.autoClear = false;
renderer.autoUpdateScene = false;
...