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@ShaneDrury
Last active December 15, 2023 17:33
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Very simple GLSL with three.js
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>GLSL demo</title>
<style>
body {
margin: 0;
padding: 0;
font-size: 0;
}
canvas {
width: 100%;
height: 100%;
}
</style>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}
}
</script>
</head>
<body>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.x+10.0, position.y, position.z+5.0, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(0.0, 0.58, 0.86, 1.0);
}
</script>
<script type="module">
import * as THREE from 'three';
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(WIDTH, HEIGHT);
renderer.setClearColor(0xdddddd, 1);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(70, WIDTH / HEIGHT);
camera.position.z = 50;
scene.add(camera);
const boxGeometry = new THREE.BoxGeometry(10, 10, 10);
const shaderMaterial = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertexShader").textContent,
fragmentShader: document.getElementById("fragmentShader").textContent,
});
const cube = new THREE.Mesh(boxGeometry, shaderMaterial);
scene.add(cube);
cube.rotation.set(0.4, 0.2, 0);
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
render();
</script>
</body>
</html>
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