three.js dev template - module
HTML
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
"three/webgpu": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.webgpu.js",
"three/tsl": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.tsl.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
}
}
</script>
CSS
body {
margin: 0px;
}
JavaScript
import * as THREE from 'three';
import {Fn, smoothstep, fwidth, uv, If, Discard, diffuseColor, Const, materialOpacity, float} from 'three/tsl'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let mesh, renderer, scene, camera, controls;
init();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 20, 20, 20 );
// 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 );
scene.add(new THREE.AmbientLight('white', 1))
// geometry
const geometry = new THREE.SphereGeometry( 5, 64, 64 );
const map = new THREE.TextureLoader().load('https://s.abcnews.com/images/US/utah-monolith-ap-jef-201130_1606764763384_hpMain_2_16x9_1600.jpg')
const mapScale = 0.666
map.offset.x = -0.333 * (1 / mapScale)
map.repeat.set(1 / mapScale, 1 / mapScale)
// material
const material = new THREE.MeshPhysicalMaterial( {
map,
transparent: true,
opacity: 1,
} );
material.onBeforeCompile = (params, renderer) => {
params.fragmentShader = params.fragmentShader.replace(
/*glsl*/ `vec4 diffuseColor = vec4( diffuse, opacity );`,
/*glsl*/ `vec4 diffuseColor = vec4( diffuse, opacity );
float edgePos =...