JSFiddle - React, Tailwind, and code Playground

by Steve Eberhardt

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

THREE.FresnelShader = {

	uniforms: {},

	vertexShader: [
	
		"varying vec3 vPositionW;",
		"varying vec3 vNormalW;",

		"void main() {",

		"	vPositionW = vec3( vec4( position, 1.0 ) * modelMatrix);",
		" vNormalW = normalize( vec3( vec4( normal, 0.0 ) * modelMatrix ) );",

		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

	].join( "\n" ),

	fragmentShader: [
	
		"varying vec3 vPositionW;",
		"varying vec3 vNormalW;",

		"void main() {",
		
		"	vec3 color = vec3(1, 1, 1);",
		"	vec3 viewDirectionW = normalize(cameraPosition - vPositionW);",
		"	float fresnelTerm = dot(viewDirectionW, vNormalW);",
		"	fresnelTerm = clamp(1.0 - fresnelTerm, 0., 2.1);",

		"	gl_FragColor = vec4( color * fresnelTerm, 0);",

		"}"

	].join( "\n" )

};


var camera, scene, renderer;
var geometry, material, mesh;

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
    camera.position.z = 5;

    scene = new THREE.Scene();

    geometry = new THREE.TorusKnotBufferGeometry( 1, 0.3, 128, 16 );
    material = new THREE.ShaderMaterial( {
			vertexShader: THREE.FresnelShader.vertexShader,
			fragmentShader: THREE.FresnelShader.fragmentShader
		});

    mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );

    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );
		
		var controls = new THREE.OrbitControls( camera, renderer.domElement );

}

function animate() {

    requestAnimationFrame( animate );

    renderer.render( scene, camera );

}