JSFiddle - React, Tailwind, and code Playground
by zero0zero
HTML
<script src="three.min.js"></script>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
CSS
body {
margin: 0;
}
JavaScript
const renderer = new THREE.WebGLRenderer();
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, 1, 0.1, 1000);
camera.position.set(-10,20,0);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.maxPolarAngle = 1.5;
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function render() {
renderer.render(scene, camera);
requestAnimationFrame(render);
}
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onResize, false);
const material = new THREE.ShaderMaterial({
side: THREE.BackSide,
transparent: true,
vertexShader: `
varying vec3 vPosition;
varying vec4 mvPos;
void main() {
vPosition = position.xzy;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
mvPos = mvPosition;
}
`,
fragmentShader: `
varying vec3 vPosition;
varying vec4 mvPos;
void main() {
float circle_radius = 5.0;
float border = 1.0;
vec2 uv = vPosition.xz;
// calculate the distance from circle_radius
vec2 d = uv - circle_radius * normalize(uv);
// modulate by uv derivatives.... somehow....
float dist = length(d) / length(fwidth(d));
float t = smoothstep(0.0, border, dist) ;
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0 - t);
}
`,
});
const r = 20;
const geometry = new THREE.PlaneBufferGeometry().setAttribute("position", new THREE.BufferAttribute(new Float32Array([-r, r, 0, r, r, 0, -r, -r, 0, r, -r, 0]), 3));
const plane = new THREE.Mesh(geometry, material);
plane.rotation.x = Math.PI / 2;
scene.add(plane);
onResize();
requestAnimationFrame(render);