<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - custom attributes</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 {
				color: #ffffff;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}
			#info {
				color: #fff;
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
				z-index:100;
			}

		</style>
	</head>

	<body>
		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - custom attributes example</div>
		<div id="container"></div>

		<script src="../build/three.min.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script type="x-shader/x-vertex" id="vertexshader">

			uniform float amplitude;

			attribute float displacement;

			varying vec3 vNormal;
			varying vec2 vUv;

			void main() {

				vNormal = normal;
				vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );

				vec3 newPosition = position + amplitude * normal * vec3( displacement );
				gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );

			}

		</script>

		<script type="x-shader/x-fragment" id="fragmentshader">

			varying vec3 vNormal;
			varying vec2 vUv;

			uniform vec3 color;
			uniform sampler2D texture;

			void main() {

				vec3 light = vec3( 0.5, 0.2, 1.0 );
				light = normalize( light );

				float dProd = dot( vNormal, light ) * 0.5 + 0.5;

				vec4 tcolor = texture2D( texture, vUv );
				vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );

				gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );

			}

		</script>


		<script>

		if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

		var renderer, scene, camera, stats;

		var sphere, uniforms, attributes;

		var noise = [];

		var WIDTH = window.innerWidth,
			HEIGHT = window.innerHeight;

		init();
		animate();

		function init() {

			camera = new THREE.PerspectiveCamera( 30, WIDTH / HEIGHT, 1, 10000 );
			camera.position.z = 300;

			scene = new THREE.Scene();

			attributes = {

				displacement: {	type: 'f', value: [] }

			};

			uniforms = {

				amplitude: { type: "f", value: 1.0 },
				color:     { type: "c", value: new THREE.Color( 0xff2200 ) },
				texture:   { type: "t", value: THREE.ImageUtils.loadTexture( "textures/water.jpg" ) },

			};

			uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;

			var shaderMaterial = new THREE.ShaderMaterial( {

				uniforms: 		uniforms,
				attributes:     attributes,
				vertexShader:   document.getElementById( 'vertexshader' ).textContent,
				fragmentShader: document.getElementById( 'fragmentshader' ).textContent

			});


			var radius = 50, segments = 128, rings = 64;
			var geometry = new THREE.SphereGeometry( radius, segments, rings );
			geometry.dynamic = true;

			sphere = new THREE.Mesh( geometry, shaderMaterial );

			var vertices = sphere.geometry.vertices;
			var values = attributes.displacement.value;

			for ( var v = 0; v < vertices.length; v++ ) {

				values[ v ] = 0;
				noise[ v ] = Math.random() * 5;

			}

			scene.add( sphere );

			renderer = new THREE.WebGLRenderer();
			renderer.setClearColor( 0x050505 );
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( WIDTH, HEIGHT );

			var container = document.getElementById( 'container' );
			container.appendChild( renderer.domElement );

			stats = new Stats();
			stats.domElement.style.position = 'absolute';
			stats.domElement.style.top = '0px';
			container.appendChild( stats.domElement );

			//

			window.addEventListener( 'resize', onWindowResize, false );

		}

		function onWindowResize() {

			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();

			renderer.setSize( window.innerWidth, window.innerHeight );

		}

		function animate() {

			requestAnimationFrame( animate );

			render();
			stats.update();

		}

		function render() {

			var time = Date.now() * 0.01;

			sphere.rotation.y = sphere.rotation.z = 0.01 * time;

			uniforms.amplitude.value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
			uniforms.color.value.offsetHSL( 0.0005, 0, 0 );

			for ( var i = 0; i < attributes.displacement.value.length; i ++ ) {

				attributes.displacement.value[ i ] = Math.sin( 0.1 * i + time );

				noise[ i ] += 0.5 * ( 0.5 - Math.random() );
				noise[ i ] = THREE.Math.clamp( noise[ i ], -5, 5 );

				attributes.displacement.value[ i ] += noise[ i ];

			}

			attributes.displacement.needsUpdate = true;

			renderer.render( scene, camera );

		}


	</script>

</body>

</html>