Minimal GLSL
by jason870509
HTML
<div id="info">Minimal GLSL</div>
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script id="myVertexShader" type="x-shader/x-vertex">
//uniform float tt;
//varying vec3 mycolor;
varying vec4 myeyepos;
varying vec4 worldpos;
varying vec3 mypos;
void main() {
mypos = position;
//mypos.z = 2.0*sin(.5*mypos.x + tt);
//vec4 eyepos = modelViewMatrix * vec4 (mypos, 1.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
worldpos = modelMatrix * vec4(position, 1.0);
myeyepos = modelViewMatrix * vec4(position, 1.0);
/*if(mypos.x > 0.0)
mycolor = vec3 (1, 0, 0);
else
mycolor = vec3 (0, 1, 0);*/
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
varying vec4 myeyepos;
varying vec4 worldpos;
varying vec3 mypos;
//varying vec3 mycolor;
void main() {
vec3 mycolor;
if(myeyepos.x > 0.0)
mycolor = vec3 (1, 0, 0);
else
mycolor = vec3 (0, 1, 0);
gl_FragColor = vec4 (mycolor, 1.0);
}
</script>
CSS
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 10px;
position: absolute;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
text-align: center;
color: #ffff00
}
JavaScript
var scene, renderer, camera;
var meshMaterial, mesh;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
renderer.setClearColor(0x888888);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, width / height, 1, 1000);
camera.position.set(0, 160, 400);
let controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(200, 20, 'red', 'white');
scene.add(gridXZ);
/////////////////////////////////////////////////////////////
meshMaterial = new THREE.ShaderMaterial({
uniforms: {
'mycolor': {
type: 'v3',
value: new THREE.Vector3(1, 0, 0)
}
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
var geometry = new THREE.TorusKnotGeometry(20, 5, 100, 16);
mesh = new THREE.Mesh(geometry, meshMaterial);
scene.add(mesh);
}
var angle = 0;
function animate() {
requestAnimationFrame(animate);
render();
//mesh.position.x = angle;
angle += 0.01
// meshMaterial.uniforms.tt.value += .1;
}
function render() {
renderer.render(scene, camera);
}