JSFiddle - React, Tailwind, and code Playground

by realhunts

HTML

<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
		<script id="vertexShaderSun" type="x-shader/x-vertex">
uniform vec3 viewVector;
varying float intensity;
varying vec2 vUV;

void main() {
    gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
    vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
    intensity = pow( dot(normalize(viewVector), actual_normal), 6.0 );
    vUV = uv;
}
</script>

<script id="fragmentShaderSun" type="x-shader/x-vertex"> 
varying float intensity;
void main() {
/*vec3 col = vec3(1.0);
	vec3 glow = vec3(1, 1, 1) * intensity;
  if(intensity >.5){
  col = vec3(10., 0., 0.);

  gl_FragColor = vec4( col, 1.0 );
  }else{
 
  gl_FragColor = vec4( glow, 1.0 );
  
  }
   //gl_FragColor = vec4( glow, 1.0 );*/
   
   vec3 glow = vec3(.8, .8, .8) * intensity;
    gl_FragColor = vec4( glow, 1.0 );
}
</script>
<script id="fragmentShaderBlur" type="x-shader/x-vertex">
precision highp float;

varying vec2 vUV;

uniform sampler2D textureSampler;
uniform sampler2D refSampler;
void main(void) {
    
    vec4 color = vec4(0.);
    vec4 lumConst = vec4(0.2126, 0.7152, 1.0722, .0);
    float threshold = .21;
     vec4 inputSample = texture2D(refSampler, vUV);
     vec4 result;
     if (dot (inputSample, lumConst) < threshold)
     {
       //  result = vec4(0.);
         result.g *= 100.;
    }
     else
     {
         result = inputSample;
     }
     color = result;
    
    if(color.r < 1.){
        // color.r *= 4.;
        // color.g *= 4.;
        // color.b *= 4.;
        // color.a *= 4.0;
        color *= 6.0;
    }
    vec4 initial = texture2D(refSampler, vUV);
    
    gl_FragColor = vec4(initial.rgb * (color.rgb), 1.);
}
</script>

JavaScript

// a basic three.js scene

var container, renderer, scene, camera, controls;

init();
animate();

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer({
        antialias: false
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setClearColor(0xccccff);
    container = document.createElement('div');
    document.body.appendChild(container);
    container.appendChild(renderer.domElement);

    // scene
    scene = new THREE.Scene();

    // camera
    camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
    camera.position.set(0, 200, 800);
    camera.lookAt(scene.position);

    // (camera) controls
    // mouse controls: left button to rotate, 
    //    mouse wheel to zoom, right button to pan
    controls = new THREE.OrbitControls(camera, renderer.domElement);

    // light    
    var light = new THREE.PointLight(0xffffff);
    light.position.set(100, 250, 250);
    scene.add(light);

    // mesh
    var sphereGeometry = new THREE.SphereGeometry(100, 32, 16);
 
    var sphere = new THREE.Mesh(sphereGeometry);
    sphere.position.y = 100;
    scene.add(sphere);

  var sphere2 = new THREE.Mesh(new THREE.SphereGeometry(120, 32, 16));
    sphere2.position.y = 100;
    scene.add(sphere2);
    
    THREE.TextureLoader.crossOrigin = '';
     THREE.ImageUtils.crossOrigin = '';
    var mtcp = THREE.ImageUtils.loadTexture('https://cdn.glitch.com/936ab9e3-541f-4e60-bab4-b2b5d163d73f%2F12719.jpg?1556847569879')
    
    var texture2 = THREE.ImageUtils.loadTexture("https://cdn.glitch.com/6b59148a-de9f-4829-98fe-67e50d7ee457%2Fbrick.jpg?v=1592403441437")
    
  let blurMaterial = new THREE.ShaderMaterial({
    uniforms: {
      viewVector: {
        type: "v3",
        value: camera.position
      },
      refSampler: {
      type: "texture",
      value: texture2
      }
    },
    vertexShader: document.getElementById('vertexShaderSun').textContent,
    fragmentShader:...