Я только что подписался на эту статью
Кажется, что вставка кода из этого репо работает
body {
margin: 0;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}
<canvas id="c"></canvas>
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/build/three.module.js';
import {EffectComposer} from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/examples/jsm/postprocessing/EffectComposer.js';
import {RenderPass} from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/examples/jsm/postprocessing/RenderPass.js';
import {ShaderPass} from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/examples/jsm/postprocessing/ShaderPass.js';
import {GUI} from 'https://threejsfundamentals.org/threejs/../3rdparty/dat.gui.module.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 2;
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 2;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
function makeInstance(geometry, color, x) {
const material = new THREE.MeshPhongMaterial({color});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance(geometry, 0x44aa88, 0),
makeInstance(geometry, 0x8844aa, -2),
makeInstance(geometry, 0xaa8844, 2),
];
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
// from:
// https://github.com/mistic100/three.js-examples/blob/master/LICENSE
const kaleidoscopeShader = {
uniforms: {
"tDiffuse": { value: null },
"sides": { value: 6.0 },
"angle": { value: 0.0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float sides;
uniform float angle;
varying vec2 vUv;
void main() {
vec2 p = vUv - 0.5;
float r = length(p);
float a = atan(p.y, p.x) + angle;
float tau = 2. * 3.1416 ;
a = mod(a, tau/sides);
a = abs(a - tau/sides/2.) ;
p = r * vec2(cos(a), sin(a));
vec4 color = texture2D(tDiffuse, p + 0.5);
gl_FragColor = color;
}
`
};
const kaleidoscopePass = new ShaderPass(kaleidoscopeShader);
kaleidoscopePass.renderToScreen = true;
composer.addPass(kaleidoscopePass);
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
const gui = new GUI();
gui.add(kaleidoscopePass.uniforms.sides, 'value', 0, 20).name('sides');
gui.add(kaleidoscopePass.uniforms.angle, 'value', 0, 6.28, 0.01).name('angle');
let then = 0;
function render(now) {
now *= 0.001; // convert to seconds
const deltaTime = now - then;
then = now;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
composer.setSize(canvas.width, canvas.height);
}
cubes.forEach((cube, ndx) => {
const speed = 1 + ndx * .1;
const rot = now * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
});
composer.render(deltaTime);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>