JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"></script>
<canvas id="canvas"></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
#define M_TAU 6.2831853071795864769252867665590
varying vec2 vUv;
float f(float x) {
return sin(500.0 * M_TAU * x) / 2.0 + 0.5;
}
void main() {
float x = vUv.x;
float l = length(vec2(dFdx(x), dFdy(x)));
float c = (f(x) + f(x + l) + f(x - l)) / 3.0;
vec3 color = vec3(c, 0.0, 0.0);
gl_FragColor = vec4(color, 1.0);
}
</script>
CSS
html, body, #canvas {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
}
JavaScript
var canvas = document.getElementById('canvas');
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({canvas: canvas, antialias: true});
renderer.getContext().getExtension('OES_standard_derivatives');
var camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientWidth, 1, 1000);
var geometry = new THREE.SphereGeometry(50, 50, 50);
var material = new THREE.ShaderMaterial({
vertexShader: document.getElementById('vertex-shader').textContent,
fragmentShader: document.getElementById('fragment-shader').textContent
});
var sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
camera.position.z = 100;
var period = 30;
var clock = new THREE.Clock();
render();
function render() {
requestAnimationFrame(render);
if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) {
renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
sphere.rotation.y -= clock.getDelta() * 2 * Math.PI / period;
renderer.render(scene, camera);
}