<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - materials - shaders [Fresnel]</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { background:#000; padding:0; margin:0; font-weight: bold; overflow:hidden; } #info { position: absolute; top: 0px; width: 100%; color: #ffffff; padding: 5px; font-family:Monospace; font-size:13px; text-align:center; z-index:1000; } a { color: #ffffff; } #oldie a { color:#0b0 } </style> </head> <body> <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - webgl cube Fresnel shader demo. texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank">Humus</a> </div> <script src="../build/three.min.js"></script> <script src="js/shaders/FresnelShader.js"></script> <script src="js/Detector.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container; var camera, scene, renderer; var cameraCube, sceneCube; var mesh, zmesh, lightMesh, geometry; var spheres = []; var directionalLight, pointLight; var mouseX = 0, mouseY = 0; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; document.addEventListener( 'mousemove', onDocumentMouseMove, false ); init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 ); camera.position.z = 3200; cameraCube = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 ); scene = new THREE.Scene(); sceneCube = new THREE.Scene(); var geometry = new THREE.SphereGeometry( 100, 32, 16 ); var path = "textures/cube/Park2/"; var format = '.jpg'; var urls = [ path + 'posx' + format, path + 'negx' + format, path + 'posy' + format, path + 'negy' + format, path + 'posz' + format, path + 'negz' + format ]; var textureCube = THREE.ImageUtils.loadTextureCube( urls ); textureCube.format = THREE.RGBFormat; var shader = THREE.FresnelShader; var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); uniforms[ "tCube" ].value = textureCube; var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms }; var material = new THREE.ShaderMaterial( parameters ); for ( var i = 0; i < 500; i ++ ) { var mesh = new THREE.Mesh( geometry, material ); mesh.position.x = Math.random() * 10000 - 5000; mesh.position.y = Math.random() * 10000 - 5000; mesh.position.z = Math.random() * 10000 - 5000; mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 3 + 1; scene.add( mesh ); spheres.push( mesh ); } scene.matrixAutoUpdate = false; // Skybox var shader = THREE.ShaderLib[ "cube" ]; shader.uniforms[ "tCube" ].value = textureCube; var material = new THREE.ShaderMaterial( { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: shader.uniforms, side: THREE.BackSide } ), mesh = new THREE.Mesh( new THREE.BoxGeometry( 100000, 100000, 100000 ), material ); sceneCube.add( mesh ); // renderer = new THREE.WebGLRenderer( { antialias: false } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.autoClear = false; container.appendChild( renderer.domElement ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { windowHalfX = window.innerWidth / 2; windowHalfY = window.innerHeight / 2; camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); cameraCube.aspect = window.innerWidth / window.innerHeight; cameraCube.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onDocumentMouseMove( event ) { mouseX = ( event.clientX - windowHalfX ) * 10; mouseY = ( event.clientY - windowHalfY ) * 10; } // function animate() { requestAnimationFrame( animate ); render(); } function render() { var timer = 0.0001 * Date.now(); camera.position.x += ( mouseX - camera.position.x ) * .05; camera.position.y += ( - mouseY - camera.position.y ) * .05; camera.lookAt( scene.position ); cameraCube.rotation.copy( camera.rotation ); for ( var i = 0, il = spheres.length; i < il; i ++ ) { var sphere = spheres[ i ]; sphere.position.x = 5000 * Math.cos( timer + i ); sphere.position.y = 5000 * Math.sin( timer + i * 1.1 ); } renderer.clear(); renderer.render( sceneCube, cameraCube ); renderer.render( scene, camera ); } </script> </body> </html>