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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - raw shader demo</div>
<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 type="module">
import * as v3d from '../build/v3d.module.js';
import Stats from './jsm/libs/stats.module.js';
let container, stats;
let camera, scene, renderer;
init();
animate();
function init() {
container = document.getElementById('container');
camera = new v3d.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10);
camera.position.z = 2;
scene = new v3d.Scene();
scene.background = new v3d.Color(0x101010);
// geometry
// nr of triangles with 3 vertices per triangle
const vertexCount = 200 * 3;
const geometry = new v3d.BufferGeometry();
const positions = [];
const colors = [];
for (let i = 0; i < vertexCount; i++) {
// adding x,y,z
positions.push(Math.random() - 0.5);
positions.push(Math.random() - 0.5);
positions.push(Math.random() - 0.5);
// adding r,g,b,a
colors.push(Math.random() * 255);
colors.push(Math.random() * 255);
colors.push(Math.random() * 255);
colors.push(Math.random() * 255);
}
const positionAttribute = new v3d.Float32BufferAttribute(positions, 3);
const colorAttribute = new v3d.Uint8BufferAttribute(colors, 4);
colorAttribute.normalized = true; // this will map the buffer values to 0.0f - +1.0f in the shader
geometry.setAttribute('position', positionAttribute);
geometry.setAttribute('color', colorAttribute);
// material
const material = new v3d.RawShaderMaterial({
uniforms: {
time: { value: 1.0 }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
side: v3d.DoubleSide,
transparent: true
});
const mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
stats = new Stats();
container.appendChild(stats.dom);
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() {
const time = performance.now();
const 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>
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