JSFiddle - React, Tailwind, and code Playground
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
JavaScript
var camera, scene, renderer, renderTarget;
var geometry, material, mesh;
var read = new Uint8Array( 1 * 1 * 4 );
var mouse = new THREE.Vector2();
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = new THREE.Scene();
geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
renderer.domElement.addEventListener( 'mousemove', onMouseMove );
}
function onMouseMove( event ) {
mouse.x = event.clientX;
mouse.y = event.clientY;
}
function animate() {
requestAnimationFrame( animate );
camera.setViewOffset( renderer.domElement.width, renderer.domElement.height, mouse.x * window.devicePixelRatio | 0, mouse.y * window.devicePixelRatio | 0, 1, 1 );
renderer.setRenderTarget( renderTarget );
renderer.render( scene, camera );
renderer.setRenderTarget( null );
camera.clearViewOffset();
renderer.render( scene, camera );
renderer.readRenderTargetPixels( renderTarget, 0, 0, 1, 1, read );
console.log('r:' + read[0] + ' g:' + read[1] + ' b:' + read[2]);
}