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final.html
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158 lines (101 loc) · 3.6 KB
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<div id="container" style="background-color:black"></div>
<script type="text/javascript" src="three.min.js"></script>
<script id="fragmentShader" type="x-shader/x-fragment">
varying vec4 oColor;
void main() {
gl_FragColor = oColor;
}
</script>
<script id="fragmentShader2" type="x-shader/x-fragment">
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float time; // shader playback time (in seconds)
void main(void)
{
vec2 uv = gl_FragCoord.xy / (iResolution.xy) * sin(gl_FragCoord.y);
gl_FragColor = vec4(uv,0.5+1.0*sin(time),5.0);
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
//we add something called a uniform that is telling openGL that everysingle instance of the vertex shader is going to have the exact same value
uniform float time;
varying vec4 oColor;
void main()
{
vec4 mvPosition = modelViewMatrix * vec4( position.x * (1.0 * sin(time) ), position.y * (1.0 * sin(time) ), position.z * (2.0 * sin(time)), 1.0);
gl_Position = projectionMatrix * mvPosition;
oColor = vec4 (gl_Position.x * sin(time), gl_Position.y * sin(time), gl_Position.z, gl_Position.w);
}
</script>
<script type="text/javascript">
var container;
var clock = new THREE.Clock();
var light;
var camera, scene, renderer, composer;
var uniforms, uniforms2, material, material2, mesh, mesh2;
var mouseX = 0, mouseY = 0,
lat = 0, lon = 0, phy = 0, theta = 0;
var width = window.innerWidth || 2;
var height = window.innerHeight || 2;
var windowHalfX = width / 2;
var windowHalfY = height / 2;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 35, windowHalfX / windowHalfY, 1, 3000 );
camera.position.z = 3;
scene = new THREE.Scene();
uniforms = {
time: { type: "f", value:1.0}
};
uniforms2 = {
time: {type: "f", value: 1.0 },
iResolution: {type: "v3", value: [width, height, 2]}
}
var size = 0.65;
material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
} );
material2 = new THREE.ShaderMaterial( {
uniforms: uniforms2,
fragmentShader: document.getElementById('fragmentShader2').textContent,
vertexShader: document.getElementById( 'vertexShader').textContent,
});
mesh = new THREE.Mesh( new THREE.TorusGeometry( 1.2, 0.3, 30, 30 ), material );
mesh.rotation.x = 0.3;
scene.add( mesh );
mesh2 = new THREE.Mesh (new THREE.SphereGeometry(size,40, 40,40), material2);
scene.add(mesh2);
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
container.appendChild( renderer.domElement );
renderer.autoClear = false;
light = new THREE.AmbientLight (0x7F00FF, 1.0);
light.position = camera.position;
scene.add(light);
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
// uniforms.resolution.value.x = window.innerWidth;
// uniforms.resolution.value.y = window.innerHeight;
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var delta = 5 * clock.getDelta();
uniforms+= 0.2 * delta;
uniforms2.time.value += 0.2 * delta;
mesh.rotation.y += 0.001 * delta;
mesh.rotation.x += 0.07 * delta;
renderer.clear();
renderer.render( scene, camera );
}
</script>