three.js dev template - module
HTML
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script
async
src="https://unpkg.com/[email protected]/dist/es-module-shims.js"
></script>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three/build/three.module.js",
"three/addons/": "https://unpkg.com/three/examples/jsm/"
}
}
</script>
CSS
body {
margin: 0px;
}
JavaScript
// Simple three.js example
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let mesh, renderer, scene, camera, controls;
let clock = new THREE.Clock();
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setPixelRatio( 1 );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 0, 0, 1 );
// controls
controls = new OrbitControls( camera, renderer.domElement );
// ambient
scene.add( new THREE.AmbientLight( 0x222222 ) );
// light
const light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20,20, 0 );
scene.add( light );
// axes
scene.add( new THREE.AxesHelper( 20 ) );
// geometry
const geometry = new THREE.PlaneGeometry( 2, 2 );
// material
const material = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uRes: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform float uTime;
uniform vec2 uRes;
#define MAX_STEP 10
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float map(vec3 p) {
return sdSphere(p, 1.0);
}
vec3 getNormal(vec3 p) {
float eps = 0.001;
return normalize(vec3(
map(p + vec3(eps, 0.0, 0.0)) - map(p - vec3(eps, 0.0, 0.0)),
map(p + vec3(0.0, eps, 0.0)) - map(p - vec3(0.0, eps, 0.0)),
map(p +...