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 vPositionW;",
"varying vec3 vNormalW;",
"void main() {",
" vPositionW = vec3( vec4( position, 1.0 ) * modelMatrix);",
" vNormalW = normalize( vec3( vec4( normal, 0.0 ) * modelMatrix ) );",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"varying vec3 vPositionW;",
"varying vec3 vNormalW;",
"void main() {",
" vec3 color = vec3(0, 1, 1);",
" vec3 viewDirectionW = normalize(cameraPosition - vPositionW);",
" float fresnelTerm = dot(viewDirectionW, vNormalW);",
" fresnelTerm = clamp(1.0 - fresnelTerm, 0., 1.);",
" gl_FragColor = vec4( color * fresnelTerm, 1.);",
"}"
].join( "\n" )
};
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
});
mesh = new THREE.Mesh( geometry, material );
mesh.position.set(0, 0, -100);
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene.add( mesh );
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 );
}