Created
October 3, 2020 00:05
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Scribble Pad demo.
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// You will need to install these via npm or yarn. | |
import * as THREE from "three"; | |
import glsl from "glslify"; | |
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; | |
export const config = { | |
loop: true, | |
context: "webgl", | |
}; | |
const COLOR1 = "#8DDAB9"; | |
const COLOR2 = "#67A2E3"; | |
let renderer: THREE.WebGLRenderer; | |
let camera: THREE.PerspectiveCamera; | |
let scene: THREE.Scene; | |
let controls: OrbitControls; | |
export const onSetup = (context: WebGLRenderingContext) => { | |
context.clearColor(0.0, 0.0, 0.0, 1.0); | |
renderer = new THREE.WebGLRenderer({ | |
canvas: context.canvas, | |
}); | |
renderer.setClearColor(COLOR2, 1); | |
camera = new THREE.PerspectiveCamera(50, 1, 0.01, 100); | |
camera.position.set(0, 0, -4); | |
camera.lookAt(new THREE.Vector3()); | |
controls = new OrbitControls(camera, context.canvas); | |
scene = new THREE.Scene(); | |
const geometry = new THREE.SphereGeometry(1, 32, 16); | |
const baseGeom = new THREE.IcosahedronGeometry(1, 1); | |
const points = baseGeom.vertices; | |
const vertexShader = ` | |
varying vec2 vUv; | |
varying vec3 vPosition; | |
void main () { | |
vPosition = position; | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.xyz, 1.0); | |
} | |
`; | |
const fragmentShader = glsl(` | |
varying vec2 vUv; | |
varying vec3 vPosition; | |
uniform vec3 color; | |
uniform vec3 color2; | |
uniform float time; | |
uniform vec3 points[POINT_COUNT]; | |
void main () { | |
float dist = 10000.0; | |
for (int i = 0; i < POINT_COUNT; i++) { | |
vec3 p = points[i]; | |
float d = distance(vPosition, p); | |
dist = min(d, dist); | |
} | |
float mask = step(0.2, dist); | |
mask = 1.0 - mask; | |
vec3 fragColor = mix(color, color2, mask); | |
gl_FragColor = vec4(fragColor, 1.0); | |
// if (mask > 0.5) discard; | |
} | |
`); | |
const amount = 1; | |
const group = new THREE.Group(); | |
for (let i = 0; i < amount; i++) { | |
// Setup a material | |
const material = new THREE.ShaderMaterial({ | |
defines: { | |
POINT_COUNT: points.length, | |
}, | |
extensions: { | |
derivatives: true, | |
}, | |
fragmentShader, | |
vertexShader, | |
side: THREE.DoubleSide, | |
uniforms: { | |
points: { value: points }, | |
time: { value: 0 }, | |
color: { value: new THREE.Color(COLOR1) }, | |
color2: { value: new THREE.Color(COLOR2) }, | |
}, | |
}); | |
const mesh = new THREE.Mesh(geometry, material); | |
mesh.scale.setScalar((Math.random() * 2 + 1) * 0.29); | |
group.add(mesh); | |
} | |
scene.add(group); | |
renderer.render(scene, camera); | |
}; | |
export const onDraw = () => { | |
controls.update(); | |
renderer.render(scene, camera); | |
}; | |
export const onResize = ({ pixelRatio, width, height }) => { | |
renderer.setPixelRatio(pixelRatio); | |
renderer.setSize(width, height, false); | |
camera.aspect = width / height; | |
camera.updateProjectionMatrix(); | |
}; |
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