three.js dev template - module
HTML
<div id="container"></div>
<script id="vertexShader" type="x-shader/x-vertex">
precision highp float;
#include <clipping_planes_pars_vertex>
uniform float sineTime;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec3 offset;
attribute vec4 color;
attribute vec4 orientationStart;
attribute vec4 orientationEnd;
varying vec3 vPosition;
varying vec4 vColor;
void main(){
vPosition = offset * max( abs( sineTime * 2.0 + 1.0 ), 0.5 ) + position;
vec4 orientation = normalize( mix( orientationStart, orientationEnd, sineTime ) );
vec3 vcV = cross( orientation.xyz, vPosition );
vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( vPosition, 1.0 );
gl_Position = projectionMatrix * mvPosition;
#if NUM_CLIPPING_PLANES > 0
vClipPosition = - mvPosition.xyz;
#endif
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision highp float;
#include <clipping_planes_pars_fragment>
uniform float time;
varying vec3 vPosition;
varying vec4 vColor;
void main() {
#include <clipping_planes_fragment>
vec4 color = vec4( vColor );
color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
gl_FragColor = color;
}
</script>
CSS
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
.label {
color: #FFF;
font-family: sans-serif;
padding: 2px;
background: rgba(0, 0, 0, .6);
}
JavaScript
import * as THREE from "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js";
var container;
var camera, scene, renderer;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
camera.position.z = 2;
scene = new THREE.Scene();
// geometry
var vector = new THREE.Vector4();
var instances = 50000;
var positions = [];
var offsets = [];
var colors = [];
var orientationsStart = [];
var orientationsEnd = [];
positions.push( 0.025, - 0.025, 0 );
positions.push( - 0.025, 0.025, 0 );
positions.push( 0, 0, 0.025 );
// instanced attributes
for ( var i = 0; i < instances; i ++ ) {
// offsets
offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
// colors
colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
// orientation start
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
// orientation end
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
}
var geometry = new THREE.InstancedBufferGeometry();
geometry.instanceCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
geometry.setAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
geometry.setAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
geometry.setAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
geometry.setAttribute(...