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@l3kn
Created September 15, 2015 20:10
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<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="http://cdnjs.cloudflare.com/ajax/libs/three.js/r61/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>
var id = null;
var scene = null;
var mesh = null;
var container;
var camera, renderer;
var uniforms, material;
var mouseX = 0, mouseY = 0,
lat = 0, lon = 0, phy = 0, theta = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var ws = new WebSocket("ws://10.23.42.210:1880/ws/shader");
var startTime = Date.now();
setup();
ws.onmessage = function (event) {
if (id != null) {
cancelAnimationFrame( id );
}
if (scene != null) {
if (mesh != null) {
console.log("yolo");
scene.remove(mesh);
}
}
var payload = event.data;
init(payload);
animate();
}
function setup() {
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() }
};
uniforms.resolution.value.x = window.innerWidth;
uniforms.resolution.value.y = window.innerHeight;
renderer = new THREE.WebGLRenderer();
container.appendChild( renderer.domElement );
renderer.setSize( window.innerWidth, window.innerHeight );
}
function init(fragmentShaderText) {
material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: fragmentShaderText
});
mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), material );
scene.add( mesh );
}
function animate() {
id = 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>
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