JSFiddle - React, Tailwind, and code Playground
by Paul West
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 vNormal;
varying vec3 vEye;
void main(){
vNormal = normalize(normalMatrix * normal);
vEye = normalize(vec3(modelViewMatrix * vec4(position, 1.0)).xyz);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: `
varying vec3 vNormal;
varying vec3 vEye;
void main(){
vec3 fresnelColor = vec3(0, 1, 1);
float a = ( 1.0 - -min(dot(vEye, normalize(vNormal) ), 0.0) );
a = pow(a, 2.);
gl_FragColor = vec4(fresnelColor, a) ;
}
`
};
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 1000 );
camera.position.z = 5;
scene = new THREE.Scene();
geometry = new THREE.SphereGeometry( 2, 36, 18 );
material = new THREE.ShaderMaterial( {
vertexShader: THREE.FresnelShader.vertexShader,
fragmentShader: THREE.FresnelShader.fragmentShader,
transparent: true
});
mesh = new THREE.Mesh( geometry, material );
mesh.position.set(0, 2, -100);
scene.add( mesh );
scene.add(new THREE.GridHelper(200, 200));
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 );
camera.position.copy(mesh.position);
camera.position.z += 10;
controls.target.copy(mesh.position);
controls.update();
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}