JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/shaders/CopyShader.js"></script>
<script src="https://threejs.org/examples/js/shaders/FXAAShader.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>
JavaScript
var camera, scene, renderer, composer;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
var geometry = new THREE.SphereBufferGeometry( 1, 4, 4 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );
for ( var i = 0; i < 100; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
mesh.position.multiplyScalar( Math.random() * 400 );
mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
scene.add( mesh );
}
scene.add( new THREE.AmbientLight( 0x222222 ) );
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
// postprocessing
composer = new THREE.EffectComposer( renderer );
var renderPass = new THREE.RenderPass( scene, camera );
renderPass.clearColor = new THREE.Color( 0, 0, 0 );
renderPass.clearAlpha = 0;
//renderPass.renderToScreen = true;
var fxaaPass = new THREE.ShaderPass( THREE.FXAAShader );
fxaaPass.uniforms.resolution.value.set( 1 / window.innerWidth, 1 / window.innerHeight );
fxaaPass.renderToScreen = true;
composer.addPass( renderPass );
composer.addPass( fxaaPass );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(...