JSFiddle - React, Tailwind, and code Playground

by wedad_anbtawi

HTML

<script src="https://threejs.org/build/three.js"></script>

<script id="vertexShader" type="x-shader/x-vertex">
			varying vec3 vColor;
			
			void main()	{
			
				vColor = color;
				gl_Position = vec4( position, 1.0 );
				
			}
</script>

<script id="fragmentShader" type="x-shader/x-fragment">
			varying vec3 vColor;
			
			void main()	{

        gl_FragColor = vec4( vColor, 1.0 );

			}
</script>

CSS

body {
	  margin: 0;
}

JavaScript

let camera, scene, renderer;

init();
animate();

function init() {

    camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

    scene = new THREE.Scene();

    let geometry = new THREE.PlaneBufferGeometry();
		
		// generate color attribute
		
		const colors = [];
		const position = geometry.attributes.position;
		var color = new THREE.Color();
    const size = position.count;
		var d_x = new Float32Array(size);
    var d_y = new Float32Array(size);
    var data = new Float32Array(size);
    for(var k = 0; k < size; k++) {
      d_x[k]=4-k;
      d_y[k]=4-k;
    }
   /* for (let j = 0; j < 1; j++) {
      for (let i = 0; i < size; i++) {
        var x = d_x[j] - d_x[i];
        var y = d_y[j] - d_y[i];
        var euclSquared = x * x + y * y;
        var tStudent = 1.0 / (1.0 + euclSquared);
        const id = (i) * 4;
        colors.push( x, y, tStudent); 
      }
	}*/
  colors.push(255,0,0);
  colors.push(0,0,255);
  colors.push(0,255,0);
  colors.push(255,255,0);
		
		geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
		
    var material = new THREE.ShaderMaterial( {
      vertexShader: document.getElementById( 'vertexShader' ).textContent,
      fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
			vertexColors: THREE.VertexColors
  	} );

    const mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );
    const vector = new THREE.Vector3();
		for ( let i = 0, l = position.count; i < l; i ++ ){
      vector.fromBufferAttribute( position, i );
      vector.applyMatrix4( mesh.matrixWorld );
      console.log(vector);
   
   }
    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );

}

function animate() {

    requestAnimationFrame( animate );
    renderer.render( scene, camera );

}