JSFiddle - React, Tailwind, and code Playground
by pailhead
HTML
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
CSS
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
JavaScript
// Simple three.js example
var mesh, renderer, scene, camera, controls;
const myFov = 90
const viewWidth = 100
const viewHeight = 50
init();
animate();
function init() {
// 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( myFov, window.innerWidth / window.innerHeight, 1, 10000 );
//camera.position.set( 20, 20, 20 );
camera.position.z = 50 / 2 / Math.tan(THREE.Math.degToRad(myFov/2))
// controls
controls = new THREE.OrbitControls( camera );
// ambient
scene.add( new THREE.AmbientLight( 0x222222 ) );
// light
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20, 20, 0 );
scene.add( light );
// axes
scene.add( new THREE.AxesHelper( 20 ) );
// geometry
var geometry = new THREE.PlaneGeometry(viewWidth,viewHeight);
var material = new THREE.MeshBasicMaterial( { map: new THREE.Texture(),
color: 0x00ff00} )
const uniform = { value : 0 }
material.onBeforeCompile = shader=>{
shader.uniforms.uSpecial = uniform
shader.fragmentShader = `uniform int uSpecial;
${shader.fragmentShader.replace(/}$/gm,`
gl_FragColor = vec4(fract(vUv*vec2(10.,5.)),float(uSpecial),1.);
}
`)
}
`
}
// mesh
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
window.addEventListener('resize',()=>{
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight
const viewAspect = viewWidth / viewHeight
const special = camera.aspect > viewAspect
uniform.value = special ? 1 : 0
if(special){
const camH = Math.tan(THREE.Math.degToRad(myFov/2))
const ratio =...