paraGeom + attributes
and its top thickness view
HTML
<div id="info">demo page</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
<script id="myVertexShader" type="x-shader/x-vertex">
attribute float vertexHeight;
varying float varyHeight;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
varyHeight = vertexHeight;
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
varying float varyHeight;
void main() {
float diffuse = 1.0 - varyHeight;
gl_FragColor = vec4(diffuse, diffuse, diffuse, 1.0);
}
</script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ff0000
}
JavaScript
var camera, scene, renderer, geometry, controls;
var clock = new THREE.Clock();
var pointLight, meshMaterial, angle = 0;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
scene.add(camera);
// [x,z]: [-100,100]x[-75,75]
meshFunc = function (u0, v0) {
return new THREE.Vector3(-100 + 200 * u0, 6 * Math.random(), 75 - 150 * v0);
};
geometry = new THREE.ParametricGeometry(meshFunc, 40, 30);
geometry.computeFaceNormals();
geometry.computeVertexNormals();
meshMaterial = new THREE.ShaderMaterial({
// uniform not used...
uniforms: {
lightpos: {
type: 'v3',
value: new THREE.Vector3()
}
},
attributes: {
vertexHeight: {
type: 'f',
value: []
}
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
material = new THREE.MeshPhongMaterial({
color: 0xff1234,
wireframe: true,
side: THREE.DoubleSide,
});
mesh = new THREE.Mesh(geometry, meshMaterial);
scene.add(mesh);
pointLight = new THREE.PointLight(0xffffff);
//light.position.set(100, 300, 200);
scene.add(pointLight);
var axis = new THREE.AxisHelper(20);
scene.add(axis);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement);
// mesh.geometry.normalsNeedUpdate = true;
// mesh.geometry.verticesNeedUpdate = true;
}
function animate() {
/*
var time = clock.getElapsedTime();
var nvs =...