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Three.js Examples - Animated Fragment Shader Background
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<!--//////////////////////////////////////////////////////////////////////////////////////// | |
/// /// | |
/// Example Using Three.js Library, HTML, CSS & JavaScript /// | |
// 3D Interactive Web Apps & Games 2021-2024 /// | |
/// Contact Shane Brumback https://www.shanebrumback.com /// | |
/// Send a message if you have questions about this code /// | |
/// I am a freelance developer. I develop any and all web. /// | |
/// Apps Websites 3D 2D CMS Systems etc. Contact me anytime :) /// | |
/// /// | |
////////////////////////////////////////////////////////////////////////////////////////////--> | |
<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<title>Three.js Examples - Animated Fragment Shader Background</title> | |
</head> | |
<body> | |
<!-- Include Three.js library --> | |
<script src="https://cdn.jsdelivr.net/npm/three@latest/build/three.min.js"></script> | |
<!-- Include OrbitControls module --> | |
<script src="https://cdn.jsdelivr.net/npm/three@latest/examples/js/controls/OrbitControls.js"></script> | |
<script type="module"> | |
// Configure renderer settings | |
let renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); | |
renderer.setPixelRatio(window.devicePixelRatio); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
renderer.toneMapping = THREE.ReinhardToneMapping; | |
renderer.domElement.id = 'renderer'; | |
renderer.setClearColor(0x000000, 1); // Set background color to black | |
renderer.domElement.style.position = 'fixed'; | |
renderer.domElement.style.zIndex = '-1'; | |
renderer.domElement.style.left = '0'; | |
renderer.domElement.style.top = '0'; | |
document.body.appendChild(renderer.domElement); | |
// Create the scene | |
var scene = new THREE.Scene(); | |
// Set up the camera | |
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); | |
// Create the cube | |
var cube = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1), new THREE.MeshBasicMaterial({ color: 0xffffff })); | |
scene.add(cube); | |
// Create the gradient background shader material | |
var backgroundMaterial = new THREE.ShaderMaterial({ | |
uniforms: { | |
u_time: { value: 0.0 } | |
}, | |
vertexShader: ` | |
void main() { | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
} | |
`, | |
fragmentShader: ` | |
uniform float u_time; | |
void main() { | |
gl_FragColor = vec4( | |
sin( u_time + gl_FragCoord.x * 0.01 ) * 0.5 + 0.5, | |
sin( u_time + gl_FragCoord.y * 0.01 ) * 0.5 + 0.5, | |
sin( u_time ) * 0.5 + 0.5, | |
1.0 | |
); | |
} | |
` | |
}); | |
// Create a full screen quad to render the background | |
var background = new THREE.Mesh( | |
new THREE.PlaneGeometry(4, 4), | |
backgroundMaterial | |
); | |
background.position.z = -1; | |
scene.add(background); | |
// Animate the gradient | |
function animate() { | |
requestAnimationFrame(animate); | |
backgroundMaterial.uniforms.u_time.value += 0.05; | |
renderer.render(scene, camera); | |
} | |
animate(); | |
// Adjust the camera aspect ratio and update renderer size on window resize | |
window.addEventListener("resize", onWindowResize, false); | |
function onWindowResize() { | |
camera.aspect = window.innerWidth / window.innerHeight; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
} | |
</script> | |
</body> | |
</html> |
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