webgl_buffergeometry_attributes_none.html 4.1 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. <meta property="og:title" content="three.js WebGL 2 - buffergeometry - attributes - none">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_buffergeometry_attributes_none.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_buffergeometry_attributes_none.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <body>
  14. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - attributes - none</div>
  15. <script id="vertexShader" type="x-shader/x-vertex">
  16. uniform mat4 modelViewMatrix;
  17. uniform mat4 projectionMatrix;
  18. uniform float seed;
  19. const uint ieeeMantissa = 0x007FFFFFu;
  20. const uint ieeeOne = 0x3F800000u;
  21. uint hash(uint x) {
  22. x += ( x << 10u );
  23. x ^= ( x >> 6u );
  24. x += ( x << 3u );
  25. x ^= ( x >> 11u );
  26. x += ( x << 15u );
  27. return x;
  28. }
  29. uint hash(uvec2 v) { return hash( v.x ^ hash(v.y) ); }
  30. float hashNoise(vec2 xy) {
  31. uint m = hash(floatBitsToUint(xy));
  32. m &= ieeeMantissa;
  33. m |= ieeeOne;
  34. return uintBitsToFloat( m ) - 1.0;
  35. }
  36. float pseudoRandom(float lower, float delta, in vec2 xy) {
  37. return lower + delta*hashNoise(xy);
  38. }
  39. vec3 pseudoRandomVec3(float lower, float upper, int index) {
  40. float delta = upper - lower;
  41. float x = pseudoRandom(lower, delta, vec2(index, 0));
  42. float y = pseudoRandom(lower, delta, vec2(index, 1));
  43. float z = pseudoRandom(lower, delta, vec2(index, 2));
  44. return vec3(x, y, z);
  45. }
  46. out vec3 vColor;
  47. void main() {
  48. const float scale = 1.0/64.0;
  49. vec3 position = pseudoRandomVec3(-1.0, +1.0, gl_VertexID/3) + scale * pseudoRandomVec3(-1.0, +1.0, gl_VertexID);
  50. vec3 color = pseudoRandomVec3(0.25, 1.0, gl_VertexID/3);
  51. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0 );
  52. vColor = color;
  53. }
  54. </script>
  55. <script id="fragmentShader" type="x-shader/x-fragment">
  56. precision mediump float;
  57. in vec3 vColor;
  58. out vec4 fColor;
  59. void main() {
  60. fColor = vec4(vColor, 1);
  61. }
  62. </script>
  63. <script type="importmap">
  64. {
  65. "imports": {
  66. "three": "../build/three.module.js",
  67. "three/addons/": "./jsm/"
  68. }
  69. }
  70. </script>
  71. <script type="module">
  72. import * as THREE from 'three';
  73. let camera, scene, renderer, mesh;
  74. init();
  75. function init() {
  76. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
  77. camera.position.z = 4;
  78. scene = new THREE.Scene();
  79. scene.background = new THREE.Color( 0x050505 );
  80. scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
  81. // geometry
  82. const triangleCount = 10000;
  83. const vertexCountPerTriangle = 3;
  84. const vertexCount = triangleCount * vertexCountPerTriangle;
  85. const geometry = new THREE.BufferGeometry();
  86. geometry.setDrawRange( 0, vertexCount );
  87. // material
  88. const material = new THREE.RawShaderMaterial( {
  89. uniforms: {
  90. seed: { value: 42 },
  91. },
  92. vertexShader: document.getElementById( 'vertexShader' ).textContent,
  93. fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
  94. side: THREE.DoubleSide,
  95. glslVersion: THREE.GLSL3
  96. } );
  97. // mesh
  98. mesh = new THREE.Mesh( geometry, material );
  99. mesh.frustumCulled = false;
  100. scene.add( mesh );
  101. // renderer
  102. renderer = new THREE.WebGLRenderer( { antialias: true } );
  103. renderer.setPixelRatio( window.devicePixelRatio );
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. renderer.setAnimationLoop( animate );
  106. document.body.appendChild( renderer.domElement );
  107. }
  108. function animate( time ) {
  109. mesh.rotation.x = time / 1000.0 * 0.25;
  110. mesh.rotation.y = time / 1000.0 * 0.50;
  111. renderer.render( scene, camera );
  112. }
  113. </script>
  114. </body>
  115. </html>
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