JSFiddle - React, Tailwind, and code Playground
by lighty1235
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
uniform float time;
void main() {
vUv = uv;
vec3 pos = position.xyz * sin(time);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.xyz, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 vUv;
uniform vec2 iResolution;
uniform float iTime;
uniform vec4 iMouse;
uniform sampler2D iChannel0,iChannel1,iChannel2;
uniform vec3 iChannelResolution;
vec2 U;
vec4 O;
void main()
{
vec2 R = gl_FragCoord.xy / iResolution.xy;
U *= 7./R;
O-=O;
for(float i=0.,v; i++ < 70.; )
v = 9.-i/6.+2.*cos(U.x + sin(i/6. + iTime ) ) - U.y,
O = mix(O, vec4(int(i)%2), smoothstep(0.,15./R.y, v) );
}
</script>
CSS
body {
margin: 0;
}
JavaScript
var camera, scene, renderer;
init();
animate();
function init() {
const camera = new THREE.OrthographicCamera( -1, 1 , 1, -1, 0.1, 100 );
camera.position.z = 20;
scene = new THREE.Scene();
const geometry = new THREE.PlaneGeometry( 2,2 );
/* var material = new THREE.ShaderMaterial( {
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
uniforms: {
iTime: { value: 0},
iMouse: { value:{ x:0.0, y:0.0 }},
iResolution: { value:{ x:innerWidth, y:window.innerHeight }},
},
} ); */
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
colorWrite: false,
uniforms: {
iTime: { value: 0},
iMouse: { value:{ x:0.0, y:0.0 }},
iResolution: { value:{ x:innerWidth, y:window.innerHeight }},
},
});
const mesh = new THREE.Mesh(geometry,material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer( );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
material.uniforms.iTime.value += 0.02;
renderer.render( scene, camera );
}