Parcel Sandbox
by farazshaikh
HTML
<div id="root"></div>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three/build/three.module.js",
"three/webgpu": "https://unpkg.com/three/build/three.webgpu.js",
"three/tsl": "https://unpkg.com/three/build/three.tsl.js",
"three/addons/": "https://unpkg.com/three/examples/jsm/"
}
}
</script>
CSS
body {
font-family: sans-serif;
margin: 0;
background-color: red;
}
canvas {
width: "100vw";
height: "100vh";
}
JavaScript
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls";
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(0, 0, 0.1);
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
document.body.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
const geometry = new THREE.SphereGeometry(500, 128, 128);
const loader = new THREE.TextureLoader();
const textureA = loader.load("https://raw.githubusercontent.com/TheBjarne/3D_Konfig_FlyRender/refs/heads/main/03_Empty.png");
const textureB = loader.load("https://raw.githubusercontent.com/TheBjarne/3D_Konfig_FlyRender/refs/heads/main/03_Kitchen%20A.png");
for (const tex of [textureA, textureB]) {
tex.mapping = THREE.EquirectangularReflectionMapping;
tex.colorSpace = THREE.SRGBColorSpace;
tex.wrapS = THREE.ClampToEdgeWrapping;
tex.wrapT = THREE.ClampToEdgeWrapping;
}
const material = new THREE.ShaderMaterial({
uniforms: {
mapA: { value: textureA },
mapB: { value: textureB },
blendFactor: { value: 0.5 }
},
vertexShader: `
varying vec3 vWorldDir;
void main() {
vec4 worldPos = modelMatrix * vec4(position, 1.0);
vWorldDir = normalize(worldPos.xyz - cameraPosition);
gl_Position = projectionMatrix * viewMatrix * worldPos;
}
`,
fragmentShader: `
precision highp float;
uniform sampler2D mapA;
uniform sampler2D mapB;
uniform float blendFactor;
varying vec3 vWorldDir;
const float PI = 3.141592653589793;
vec2 equirectUV(vec3 dir) {
float u = atan(dir.z, dir.x) / (2.0 * PI) + 0.5;
float v = asin(clamp(dir.y,...