JSFiddle - React, Tailwind, and code Playground
by cvalleskey
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/101/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>
<canvas id="myCanvas" width="64" height="256"></canvas>
<script type="x-shader/x-vertex" id="vertexShader">
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson ([email protected])
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/stegu/webgl-noise
//
vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1)...
CSS
body {
margin: 0;
}
#container {
width: 100%;
height: 100vh;
background: #000;
}
#myCanvas {
position: fixed;
top: 0;
left: 0;
}
JavaScript
var container,
renderer,
scene,
camera,
mesh,
start = Date.now(),
fov = 30;
window.addEventListener( 'load', function() {
// Draw gradient
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var grd = ctx.createLinearGradient(0, 0, 0, 256);
grd.addColorStop(0, "red");
grd.addColorStop(0.25, "orange");
grd.addColorStop(0.75, "blue");
grd.addColorStop(1, "black");
ctx.fillStyle = grd;
ctx.fillRect(0, 0, 64, 256);
var tex = new THREE.Texture(c);
tex.needsUpdate = true;
tex.flipX = false;
tex.flipY = true;
// grab the container from the DOM
container = document.getElementById( "container" );
// create a scene
scene = new THREE.Scene();
// create a camera the size of the browser window
// and place it 100 units away, looking towards the center of the scene
camera = new THREE.PerspectiveCamera(
fov,
window.innerWidth / window.innerHeight,
1,
10000
);
camera.position.z = 100;
// create a wireframe material
material = new THREE.MeshBasicMaterial( {
color: 0xb7ff00,
wireframe: true
} );
material = new THREE.ShaderMaterial( {
uniforms: {
tExplosion: {
type: "t",
//value: THREE.ImageUtils.loadTexture('explosion.png')
value: tex
},
time: { // float initialized to 0
type: "f",
value: 0.0
}
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
// create a sphere and assign the material
mesh = new THREE.Mesh(
new THREE.IcosahedronGeometry( 20, 6 ),
material
);
scene.add( mesh );
// create the renderer and attach it to the DOM
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
controls = new THREE.OrbitControls( camera,...