<!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>