JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/shaders/CopyShader.js"></script>
<script src="https://threejs.org/examples/js/shaders/LuminosityShader.js"></script>
<script src="https://threejs.org/examples/js/shaders/SobelOperatorShader.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
JavaScript
var camera, scene, renderer, composer;
var effectSobel;
init();
animate();
function init() {
//
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 10, 25 );
camera.lookAt( scene.position );
//
var geometry = new THREE.TorusKnotBufferGeometry( 8, 3, 256, 32, 2, 3 );
var material = new THREE.MeshPhongMaterial( { color: 0xffff00 } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
camera.add( pointLight );
scene.add( camera );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.info.autoReset = false;
document.body.appendChild( renderer.domElement );
// postprocessing
composer = new THREE.EffectComposer( renderer );
var renderPass = new THREE.RenderPass( scene, camera );
composer.addPass( renderPass );
// color to grayscale conversion
var effectGrayScale = new THREE.ShaderPass( THREE.LuminosityShader );
composer.addPass( effectGrayScale );
// you might want to use a gaussian blur filter before
// the next pass to improve the result of the Sobel operator
// Sobel operator
effectSobel = new THREE.ShaderPass( THREE.SobelOperatorShader );
effectSobel.uniforms[ "resolution" ].value.x = window.innerWidth;
effectSobel.uniforms[ "resolution" ].value.y = window.innerHeight;
composer.addPass( effectSobel );
var controls = new THREE.OrbitControls( camera );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
...