JSFiddle - React, Tailwind, and code Playground
by Yaroslav Samardak
HTML
<base href="https://raw.githack.com/Mugen87/three.js/dev11/examples/">
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
import { RenderPass } from './jsm/postprocessing/RenderPass.js';
import { BokehPass } from './jsm/postprocessing/BokehPass.js';
import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
import { LuminosityShader } from './jsm/shaders/LuminosityShader.js';
import { SobelOperatorShader } from './jsm/shaders/SobelOperatorShader.js';
var container, stats;
var camera, scene, renderer,
materials = [], objects = [],
singleMaterial, zmaterial = [],
parameters, i, j, k, h, x, y, z, nobjects, cubeMaterial;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var width = window.innerWidth;
var height = window.innerHeight;
var postprocessing = {};
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, width / height, 1, 3000 );
camera.position.z = 200;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( width, height );
container.appendChild( renderer.domElement );
var path = "https://threejs.org/examples/textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var textureCube = new THREE.CubeTextureLoader().load( urls );
parameters = { color: 0xff1100, envMap: textureCube };
cubeMaterial =...
CSS
body {
margin: 0;
padding: 0;
width: 100vw;
height: 100vh;
user-select: none;
}