custom vertex attribute
buttons
by jmchen
HTML
<div id="info">Custom Vertex Attributes
<br/>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js"></script>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
attribute float displacement;
varying vec3 vNormal;
varying vec2 vUv;
void main() {
vNormal = normal;
vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
vec3 newPosition = position + amplitude * normal * vec3( displacement );
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
varying vec3 vNormal;
varying vec2 vUv;
uniform vec3 color;
uniform sampler2D texture;
void main() {
vec3 light = vec3( 0.5, 0.2, 1.0 );
light = normalize( light );
float dProd = dot( vNormal, light ) * 0.5 + 0.5;
vec4 tcolor = texture2D( texture, vUv );
vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
}
</script>
CSS
#info {
position: absolute;
top: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
//
// reference: http://threejs.org/examples/webgl_custom_attributes.html
//
var renderer, scene, camera;
var sphere, uniforms;
var displacement, noise;
var controls;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 300;
scene = new THREE.Scene();
THREE.ImageUtils.crossOrigin = '';
uniforms = {
amplitude: {
type: "f",
value: 1.0
},
color: {
type: "c",
value: new THREE.Color(0xff2200)
},
texture: {
type: "t",
value: THREE.ImageUtils.loadTexture("http://threejs.org/examples/textures/water.jpg")
},
};
uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;
// uniforms.texture.value.minFilter = THREE.LinearFilter;
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent
});
shaderMaterial.wireframe = true;
var radius = 50,
segments = 128,
rings = 64;
var geometry = new THREE.SphereBufferGeometry(radius, segments, rings);
displacement = new Float32Array(geometry.attributes.position.count);
noise = new Float32Array(geometry.attributes.position.count);
for (var i = 0; i < displacement.length; i++) {
noise[i] = Math.random() * 5;
}
geometry.addAttribute('displacement', new THREE.BufferAttribute(displacement, 1));
sphere = new THREE.Mesh(geometry, shaderMaterial);
scene.add(sphere);
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x050505);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor (0x888888);
/*
var container = document.getElementById('container');
container.appendChild(renderer.domElement);
stats = new Stats();
...