Fresenel camera-controls
by Vinni
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://unpkg.com/camera-controls@1.33.2/dist/camera-controls.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
CSS
body {
margin: 0;
}
JavaScript
var 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(1., 1., 1.);",
" vec3 viewDirectionW = normalize(cameraPosition - vPositionW);",
" float fresnelTerm = dot(viewDirectionW, vNormalW);",
" fresnelTerm = clamp(1.0 - fresnelTerm, 0., 1.);",
" float opacity = fresnelTerm;",
" gl_FragColor = vec4( color, opacity);",
"}"
].join( "\n" )
};
CameraControls.install( { THREE: THREE } );
var camera, scene, renderer;
var geometry, material, mesh, clock, cameraControls;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 5;
scene = new THREE.Scene();
geometry = new THREE.TorusKnotBufferGeometry( 1, 0.3, 128, 16 );
material = new THREE.ShaderMaterial( {
vertexShader: FresnelShader.vertexShader,
fragmentShader: FresnelShader.fragmentShader
});
material.transparent = true;
mesh = new THREE.Mesh( geometry, material );
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 );
cameraControls = new CameraControls( camera, renderer.domElement );
clock = new THREE.Clock();
}
function animate() {
requestAnimationFrame( animate );
const delta = clock.getDelta();
cameraControls.update( delta );
renderer.render( scene, camera );
}