JSFiddle - React, Tailwind, and code Playground
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D tData;
void main() {
vec3 color;
vec4 data = texture2D( tData, vUv );
if ( data.x == 1.0 ) color = vec3( 0.0, 1.0, 0.0 );
else color = vec3( 1.0, 0.0, 0.0 );
gl_FragColor = vec4( color, 1.0 );
}
</script>
JavaScript
var camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = new THREE.Scene();
//
var size = 20000; //
var data = new Uint8Array( size );
for ( var i = 0; i < size; i ++ ) {
data[ i ] = 255;
}
var texture = new THREE.DataTexture( data, size, 1, THREE.LuminanceFormat );
texture.needsUpdate = true;
var geometry = new THREE.PlaneBufferGeometry( 0.5, 0.5 );
var material = new THREE.ShaderMaterial( {
uniforms: {
tData: {
value: texture
}
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}