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@kylemcdonald
Last active March 27, 2023 00:45
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Minimal three.js shader example.
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<div id="container"></div>
<script src="//cdnjs.cloudflare.com/ajax/libs/three.js/r126/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
uniform float time;
uniform vec2 resolution;
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform float time;
uniform vec2 resolution;
void main() {
float x = mod(time + gl_FragCoord.x, 20.) < 10. ? 1. : 0.;
float y = mod(time + gl_FragCoord.y, 20.) < 10. ? 1. : 0.;
gl_FragColor = vec4(vec3(min(x, y)), 1.);
}
</script>
<script>
var container;
var camera, scene, renderer;
var uniforms, material, mesh;
var mouseX = 0, mouseY = 0,
lat = 0, lon = 0, phy = 0, theta = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
var startTime = Date.now();
animate();
function init() {
container = document.getElementById('container');
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
uniforms = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() }
};
material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent
});
mesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio ? window.devicePixelRatio : 1);
container.appendChild(renderer.domElement);
uniforms.resolution.value.x = window.innerWidth;
uniforms.resolution.value.y = window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var elapsedMilliseconds = Date.now() - startTime;
var elapsedSeconds = elapsedMilliseconds / 1000.;
uniforms.time.value = 60. * elapsedSeconds;
renderer.render(scene, camera);
}
</script>
</body>
</html>
@roxlu
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roxlu commented Oct 28, 2017

Ha! Nice to find this gist from you Kyle ;-)

@duhaime
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duhaime commented Dec 20, 2017

@kylemcdonald, what do you want to do with uniforms.resolution? You set it up but never used it...

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