complete Shading practice
by Wai Ting Chen
HTML
<div id="info">GLSL Shading</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
<script id="myVertexShader" type="x-shader/x-vertex">
uniform vec3 lightpose; //world coordinate
varying vec3 eyelightdir;
varying vec3 eyenormal;
varying vec4 eyepos;
void main() {
// input: position (vec3, object coordinate)
// uv (vec2, texture coordinate)
// normal (vec3, object normal)
// output: gl_Position (vec4) clip coordinate
//gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
eyepos = modelViewMatrix * vec4(position, 1.0);
vec4 eyelightpos = viewMatrix * vec4(lightpose, 1.0);
eyelightdir = normalize(eyelightpos.xyz - eyepos.xyz);
eyenormal = normalMatrix * normal;
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
varying vec3 eyelightdir;
varying vec3 eyenormal;
varying vec4 eyepos;
void main() {
// output: gl_FragColor (vec4, rgba)
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
float intensity = dot(normalize(eyenormal), normalize(eyelightdir));
vec3 diffuse = intensity * vec3(0.8, 0.8, 0.8);
vec3 h = normalize(-normalize(eyepos.xyz) + normalize(eyelightdir));
float shininess = 40.0;
vec3 specular = pow(dot(eyenormal,h) , shininess) * vec3(1,1,1);
gl_FragColor = vec4(diffuse+specular, 1.0);
}
</script>
CSS
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 10px;
position: absolute;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
text-align: center;
color: #ffff00
}
JavaScript
var scene, renderer, camera;
var mesh, mesh2,angle = 0;
var controls;
var pointLight, lightSphere;
var meshMaterial,meshMaterial2;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
renderer.setClearColor(0x888888);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt(new THREE.Vector3(0, 0, 0));
controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
scene.add(gridXZ);
pointLight = new THREE.PointLight(0xffffff);
scene.add(pointLight);
lightSphere = new THREE.Mesh(new THREE.SphereGeometry(5),
new THREE.MeshBasicMaterial({
color: 0xffff00,
wireframe: true
}));
scene.add(lightSphere);
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
meshMaterial = new THREE.ShaderMaterial({
uniforms: {
lightpose: {
type: 'v3',
value: new THREE.Vector3()
}
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
//compare phone shader
meshMaterial2 = new THREE.MeshPhongMaterial({
color:0xffffff
});
var geometry = new THREE.TorusKnotGeometry(20, 5, 100, 16);
var geometry2 = new THREE.TorusKnotGeometry(20, 5, 100, 16);
mesh = new THREE.Mesh(geometry, meshMaterial);
mesh2 = new THREE.Mesh(geometry2, meshMaterial2);
mesh.position.set (-50,0,0);
mesh2.position.set...