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120 lines
2.8 KiB
120 lines
2.8 KiB
2 years ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Shadertoy Basic</title>
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<style>
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html, body {
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height: 100%;
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margin: 0;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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</body>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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function main() {
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const canvas = document.querySelector('#c');
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const renderer = new THREE.WebGLRenderer({canvas});
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renderer.autoClearColor = false;
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const camera = new THREE.OrthographicCamera(
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-1, // left
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1, // right
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1, // top
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-1, // bottom
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-1, // near,
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1, // far
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);
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const scene = new THREE.Scene();
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const plane = new THREE.PlaneGeometry(2, 2);
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const fragmentShader = `
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#include <common>
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uniform vec3 iResolution;
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uniform float iTime;
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// By iq: https://www.shadertoy.com/user/iq
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// license: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// Normalized pixel coordinates (from 0 to 1)
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vec2 uv = fragCoord/iResolution.xy;
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// Time varying pixel color
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vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
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// Output to screen
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fragColor = vec4(col,1.0);
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}
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void main() {
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mainImage(gl_FragColor, gl_FragCoord.xy);
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}
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`;
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const uniforms = {
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iTime: { value: 0 },
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iResolution: { value: new THREE.Vector3() },
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};
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const material = new THREE.ShaderMaterial({
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fragmentShader,
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uniforms,
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});
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scene.add(new THREE.Mesh(plane, material));
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function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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function render(time) {
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time *= 0.001; // convert to seconds
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resizeRendererToDisplaySize(renderer);
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const canvas = renderer.domElement;
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uniforms.iResolution.value.set(canvas.width, canvas.height, 1);
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uniforms.iTime.value = time;
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renderer.render(scene, camera);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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main();
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</script>
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</html>
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