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 =...