ShaderMaterial #0
HelloWorld
by jmchen
HTML
<div id="info">GLSL Exercises</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script id="myVertexShader" type="x-shader/x-vertex">
void main() {
// input: position (vec3, object coordinate)
// uv (vec2, texture coordinate)
// output: gl_Position (vec4) clip coordinate
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
uniform vec3 color;
void main() {
// output: gl_FragColor (vec4, rgba)
gl_FragColor = vec4(color, 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 clock = new THREE.Clock();
var scene, renderer, camera;
var mesh;
var controls;
var meshMaterial;
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, 0.1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt(new THREE.Vector3(0, 0, 0));
controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(200, 20, 'red', 'white');
scene.add(gridXZ);
var pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(0, 300, 200);
scene.add(pointLight);
/*
meshMaterial = new THREE.ShaderMaterial({
uniforms: {'color': {type: 'v3', value: new THREE.Vector3(0,1,0)}},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
*/
meshMaterial = new THREE.ShaderMaterial({
uniforms: {
'color': {
type: 'v3',
value: new THREE.Vector3(0, 1, 0)
}
},
vertexShader: [
"void main() {",
" gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
"}"
].join("\n"),
fragmentShader: [
"uniform vec3 color;",
"void main() {",
" gl_FragColor = vec4(color, 1.0);",
"}"
].join("\n")
});
mesh = new THREE.Mesh(new THREE.TorusKnotGeometry(10, 3, 100, 16), meshMaterial);
scene.add(mesh);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function...