JSFiddle - React, Tailwind, and code Playground
by Paul West
CSS
body{
overflow: hidden;
margin: 0;
}
JavaScript
import * as THREE from 'https://threejs.org/build/three.module.js';
//import {OrbitControls} from 'https://threejs.org/examples/jsm/controls/OrbitControls.js';
let scene = new THREE.Scene();
let camera = new THREE.Camera();
let renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
//let controls = new OrbitControls(camera, renderer.domElement);
let g = new THREE.PlaneGeometry(2, 2);
let m = new THREE.ShaderMaterial({
uniforms: {
color1: { value: new THREE.Color(0xff00ff)},
color2: { value: new THREE.Color(0xff0000)},
ratio: {value: innerWidth / innerHeight}
},
vertexShader: `varying vec2 vUv;
void main(){
vUv = uv;
gl_Position = vec4(position, 1.);
}`,
fragmentShader: `varying vec2 vUv;
uniform vec3 color1;
uniform vec3 color2;
uniform float ratio;
void main(){
vec2 uv = (vUv - 0.5) * vec2(ratio, 1.);
gl_FragColor = vec4( mix( color1, color2, length(uv)), 1. );
}`
})
let p = new THREE.Mesh(g, m);
scene.add(p);
window.addEventListener( 'resize', onWindowResize );
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
})
function onWindowResize() {
m.uniforms.ratio.value = innerWidth / innerHeight;
renderer.setSize( innerWidth, innerHeight );
}