webgl_buffergeometry_attributes_none.html 3.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js WebGL 2 - buffergeometry - attributes - none</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - attributes - none</div>
  11. <script id="vertexShader" type="x-shader/x-vertex">
  12. uniform mat4 modelViewMatrix;
  13. uniform mat4 projectionMatrix;
  14. uniform float seed;
  15. const uint ieeeMantissa = 0x007FFFFFu;
  16. const uint ieeeOne = 0x3F800000u;
  17. uint hash(uint x) {
  18. x += ( x << 10u );
  19. x ^= ( x >> 6u );
  20. x += ( x << 3u );
  21. x ^= ( x >> 11u );
  22. x += ( x << 15u );
  23. return x;
  24. }
  25. uint hash(uvec2 v) { return hash( v.x ^ hash(v.y) ); }
  26. float hashNoise(vec2 xy) {
  27. uint m = hash(floatBitsToUint(xy));
  28. m &= ieeeMantissa;
  29. m |= ieeeOne;
  30. return uintBitsToFloat( m ) - 1.0;
  31. }
  32. float pseudoRandom(float lower, float delta, in vec2 xy) {
  33. return lower + delta*hashNoise(xy);
  34. }
  35. vec3 pseudoRandomVec3(float lower, float upper, int index) {
  36. float delta = upper - lower;
  37. float x = pseudoRandom(lower, delta, vec2(index, 0));
  38. float y = pseudoRandom(lower, delta, vec2(index, 1));
  39. float z = pseudoRandom(lower, delta, vec2(index, 2));
  40. return vec3(x, y, z);
  41. }
  42. out vec3 vColor;
  43. void main() {
  44. const float scale = 1.0/64.0;
  45. vec3 position = pseudoRandomVec3(-1.0, +1.0, gl_VertexID/3) + scale * pseudoRandomVec3(-1.0, +1.0, gl_VertexID);
  46. vec3 color = pseudoRandomVec3(0.25, 1.0, gl_VertexID/3);
  47. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0 );
  48. vColor = color;
  49. }
  50. </script>
  51. <script id="fragmentShader" type="x-shader/x-fragment">
  52. precision mediump float;
  53. in vec3 vColor;
  54. out vec4 fColor;
  55. void main() {
  56. fColor = vec4(vColor, 1);
  57. }
  58. </script>
  59. <script type="importmap">
  60. {
  61. "imports": {
  62. "three": "../build/three.module.js",
  63. "three/addons/": "./jsm/"
  64. }
  65. }
  66. </script>
  67. <script type="module">
  68. import * as THREE from 'three';
  69. let camera, scene, renderer, mesh;
  70. init();
  71. function init() {
  72. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
  73. camera.position.z = 4;
  74. scene = new THREE.Scene();
  75. scene.background = new THREE.Color( 0x050505 );
  76. scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
  77. // geometry
  78. const triangleCount = 10000;
  79. const vertexCountPerTriangle = 3;
  80. const vertexCount = triangleCount * vertexCountPerTriangle;
  81. const geometry = new THREE.BufferGeometry();
  82. geometry.setDrawRange( 0, vertexCount );
  83. // material
  84. const material = new THREE.RawShaderMaterial( {
  85. uniforms: {
  86. seed: { value: 42 },
  87. },
  88. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  89. fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
  90. side: THREE.DoubleSide,
  91. glslVersion: THREE.GLSL3
  92. } );
  93. // mesh
  94. mesh = new THREE.Mesh( geometry, material );
  95. mesh.frustumCulled = false;
  96. scene.add( mesh );
  97. // renderer
  98. renderer = new THREE.WebGLRenderer( { antialias: true } );
  99. renderer.setPixelRatio( window.devicePixelRatio );
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. renderer.setAnimationLoop( animate );
  102. document.body.appendChild( renderer.domElement );
  103. }
  104. function animate( time ) {
  105. mesh.rotation.x = time / 1000.0 * 0.25;
  106. mesh.rotation.y = time / 1000.0 * 0.50;
  107. renderer.render( scene, camera );
  108. }
  109. </script>
  110. </body>
  111. </html>