ShaderMaterial Shading
by yi hom
HTML
<div id="info">GLSL Shading</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
<script id="myVertexShader" type="x-shader/x-vertex">
uniform vec3 lightpos;
varying vec3 eyelightdir;
varying vec3 eyenormal;
void main() {
// input: position (vec3, object coordinate)
// uv (vec2, texture coordinate)
// normal (vec3, object normal)
// output: gl_Position (vec4) clip coordinate
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
vec4 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;
void main() {
// output: gl_FragColor (vec4, rgba)
float intensity = dot(normalize (eyenormal),normalize (eyelightdir));
if(intensity <= 0.3)
{
intensity=0.0;
}
else if (intensity <=0.6)
{
intensity=0.45;
}
else if (intensity <=1.0)
{
intensity=0.9;
}
vec3 color = intensity*vec3(1,1,1);
gl_FragColor = vec4(color, 1.0);
}
</script>
CSS
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 10px;
position: absolute;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
text-align: center;
color: #ffff00
}
JavaScript
var scene, renderer, camera;
var mesh, angle = 0;
var controls;
var pointLight, lightSphere;
var meshMaterial;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
renderer.setClearColor(0x888888);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt(new THREE.Vector3(0, 0, 0));
controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
scene.add(gridXZ);
pointLight = new THREE.PointLight(0xffffff);
scene.add(pointLight);
lightSphere = new THREE.Mesh(new THREE.SphereGeometry(5),
new THREE.MeshBasicMaterial({
color: 0xffff00,
wireframe: true
}));
scene.add(lightSphere);
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
meshMaterial = new THREE.ShaderMaterial({
uniforms:{
lightpos:{type:'v3',value:new THREE.Vector3()}
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
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(80 * Math.cos(angle), 80, 80 * Math.sin(angle));
lightSphere.position.copy(pointLight.position);
meshMaterial.uniforms.lightpos.value.copy(pointLight.position);
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
...