Color picker
by Piotr Milewski
HTML
<script src="https://aframe.io/releases/0.8.2/aframe.min.js">
</script>
<script>
AFRAME.registerComponent("foo", {
init: function() {
var box = document.querySelector("a-box")
var vertexShader = '\
varying vec2 vUv;\
void main() {\
vUv = uv;\
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);\
gl_Position = projectionMatrix * mvPosition;\
}\
';
var fragmentShader = '\
#define M_PI2 6.28318530718\n \
uniform float brightness;\
varying vec2 vUv;\
vec3 hsb2rgb(in vec3 c){\
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, \
0.0, \
1.0 );\
rgb = rgb * rgb * (3.0 - 2.0 * rgb);\
return c.z * mix( vec3(1.0), rgb, c.y);\
}\
\
void main() {\
vec2 toCenter = vec2(0.5) - vUv;\
float angle = atan(toCenter.y, toCenter.x);\
float radius = length(toCenter) * 2.0;\
vec3 color = hsb2rgb(vec3((angle / M_PI2) + 0.5, radius, brightness));\
gl_FragColor = vec4(color, 1.0);\
}\
';
var material = new THREE.ShaderMaterial({
uniforms: {
brightness: {
type: 'f',
value: 0.9
}
},
vertexShader: vertexShader,
fragmentShader: fragmentShader
});
console.log(this.el.object3D)
this.mesh = this.el.getObject3D('mesh');
this.mesh.material = material;
this.el.addEventListener("click", (e)=>{
let point = e.detail.intersection.uv
point.x = point.x * 2 - 1
point.y = point.y * 2 - 1
console.log(point)
var polarPosition = {
r: Math.sqrt(point.x * point.x + point.y * point.y),
theta: Math.PI + Math.atan2(point.y, point.x)
};
var angle = ((polarPosition.theta * (180 / Math.PI)) + 180) % 360;
var h, s, l
h = angle / 360;
...