<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - raw shader</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 { position: absolute; top: 0px; width: 100%; padding: 5px; } a { color: #ffffff; } #oldie a { color:#da0 } </style> </head> <body> <div id="container"></div> <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - raw shader demo</div> <script src="../build/three.min.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script id="vertexShader" type="x-shader/x-vertex"> precision mediump float; precision mediump int; uniform mat4 modelViewMatrix; // optional uniform mat4 projectionMatrix; // optional attribute vec3 position; attribute vec4 color; varying vec3 vPosition; varying vec4 vColor; void main() { vPosition = position; vColor = color; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <script id="fragmentShader" type="x-shader/x-fragment"> precision mediump float; precision mediump int; uniform float time; varying vec3 vPosition; varying vec4 vColor; void main() { vec4 color = vec4( vColor ); color.r += sin( vPosition.x * 10.0 + time ) * 0.5; gl_FragColor = color; } </script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; var camera, scene, renderer; init(); animate(); function init() { container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 ); camera.position.z = 2; scene = new THREE.Scene(); // geometry var triangles = 500; var geometry = new THREE.BufferGeometry(); var vertices = new THREE.BufferAttribute( new Float32Array( triangles * 3 * 3 ), 3 ); for ( var i = 0; i < vertices.length; i ++ ) { vertices.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ); } geometry.addAttribute( 'position', vertices ); var colors = new THREE.BufferAttribute(new Float32Array( triangles * 3 * 4 ), 4 ); for ( var i = 0; i < colors.length; i ++ ) { colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() ); } geometry.addAttribute( 'color', colors ); // material var material = new THREE.RawShaderMaterial( { uniforms: { time: { type: "f", value: 1.0 } }, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent, side: THREE.DoubleSide, transparent: true } ); var mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); renderer = new THREE.WebGLRenderer(); renderer.setClearColor( 0x101010 ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); 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( event ) { 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 = performance.now(); var object = scene.children[ 0 ]; object.rotation.y = time * 0.0005; object.material.uniforms.time.value = time * 0.005; renderer.render( scene, camera ); } </script> </body> </html>