JSFiddle - React, Tailwind, and code Playground
by mmansion
HTML
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script id="vertex_shader" type="x-shader/x-vertex">
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vViewPosition;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
vUv = uv;
vNormal = normalize( normalMatrix * normal );
vViewPosition = -mvPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragment_shader" type="x-shader/x-fragment">
uniform sampler2D texture;
uniform sampler2D texture2;
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vViewPosition;
void main() {
vec4 tColor = texture2D( texture, vUv );
vec4 tColor2 = texture2D( texture2, vUv );
// hack in a fake pointlight at camera location, plus ambient
vec3 normal = normalize( vNormal );
vec3 lightDir = normalize( vViewPosition );
float dotProduct = max( dot( normal, lightDir ), 0.0 ) + 0.2;
gl_FragColor = vec4( mix( tColor.rgb, tColor2.rgb, tColor2.a ), 1.0 ) * dotProduct;
}
</script>
CSS
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
JavaScript
// three.js Custom ShaderMaterial with Multiple Textures
var mesh, renderer, scene, camera, controls;
init();
animate();
function init() {
// info
info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '30px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.style.color = '#fff';
info.style.fontWeight = 'bold';
info.style.backgroundColor = 'transparent';
info.style.zIndex = '1';
info.style.fontFamily = 'Monospace';
info.innerHTML = 'Drag mouse to rotate camera; scroll to zoom';
document.body.appendChild( info );
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 200, 0, 200 );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
// no lights in this example; fake them in the shader
// cube geometry
var geometry = new THREE.BoxGeometry( 70, 70, 70 );
// texture
var texture = new THREE.Texture( generateTexture( ) );
texture.needsUpdate = true; // important
var texture2 = new THREE.Texture( generateTexture2( ) ); // texture background is transparent
texture2.needsUpdate = true; // important
// uniforms
var uniforms = {
texture: { type: "t", value: texture },
texture2: { type: "t", value: texture2 }
};
// material
var material = new THREE.ShaderMaterial({
uniforms : uniforms,
vertexShader : document.getElementById( 'vertex_shader' ).textContent,
fragmentShader : document.getElementById( 'fragment_shader' ).textContent
});
// cube
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.001;
mesh.rotation.y += 0.002;
mesh.rotation.z +=...