JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r74/three.js">
</script>
<script type="x-shader/x-vertex" id="vertexShader">
#if NUM_DIR_LIGHTS > 0
struct DirectionalLight {
vec3 direction;
vec3 color;
int shadow;
float shadowBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
#endif
varying vec3 color;
void main() {
float r = directionalLights[0].color.r;
color = vec3(r,1.0,0.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position , 1.0); }
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
varying vec3 color;
void main() {
gl_FragColor = vec4(color,1.0);
}
</script>
JavaScript
//
// Scene
//
var scene = new THREE.Scene();
var light = new THREE.DirectionalLight(0xff0000);
light.position.set(0, 0, 1);
scene.add(light);
// CHANGED --------------------------------------
var uniforms = THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "ambient" ],
THREE.UniformsLib[ "lights" ]
] );
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('vertexShader').innerHTML,
fragmentShader: document.getElementById('fragmentShader').innerHTML,
lights: true
});
// CHANGED --------------------------------------
var geometry = new THREE.TorusKnotGeometry(1, .3);
var knot = new THREE.Mesh(geometry, material);
scene.add(knot);
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 3;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
};
render();