var stats, scene, renderer;
var camera, cameraControl, mesh;
if( !init() ) animate();
function init(){
renderer = new THREE.WebGLRenderer({
antialias : true,
preserveDrawingBuffer : true
});
renderer.setClearColor( 0xBBBBBB, 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
document.getElementById('container').appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set(0, 0, 5);
scene.add(camera);
var geometry = new THREE.BufferGeometry();
var vertices = new Float32Array( [
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0
] );
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var material = new THREE.ShaderMaterial( {
side : THREE.DoubleSide,
uniforms: {
parentPosition: { value: new THREE.Vector3(0.0, 0.0, 0.0) },
rotation: { type: "f", value: 0.0 },
texture: { value: new THREE.TextureLoader().load( "assets/blob.png" ) }
},
vertexShader: document.getElementById( "vertexshader" ).textContent,
fragmentShader: document.getElementById( "fragmentshader" ).textContent,
alphaTest: 0.9
} );
mesh = new THREE.Mesh( geometry, material );
scene.add(mesh);
}
function animate() {
//mesh.material.uniforms.parentPosition.value.x += 0.01;
mesh.material.uniforms.rotation.value += 0.01;
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
body{ margin: 0px; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/105/three.js"></script>
<!doctype html>
<html>
<head>
<title>three.js template</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<script type="x-shader/x-vertex" id="vertexshader">
uniform vec3 parentPosition;
uniform float rotation;
varying vec4 vColor;
varying mat4 vPosition;
void main() {
mat4 tPos = mat4(vec4(1.0,0.0,0.0,0.0),
vec4(0.0,1.0,0.0,0.0),
vec4(0.0,0.0,1.0,0.0),
vec4(0,0,0,1.0));
mat4 rYPos = mat4(vec4(cos(rotation),0.0,sin(rotation),0.0),
vec4(0.0,1.0,0.0,0.0),
vec4(-sin(rotation),0.0,cos(rotation),0.0),
vec4(0.0,0.0,0.0,1.0));
vPosition = tPos * rYPos;
vColor = vec4(1.0, 0.0, 1.0, 1.0);
vec3 newPosition = position + parentPosition;
vec4 mvPosition = modelViewMatrix * vPosition * vec4( newPosition, 1.0 );
gl_PointSize = 32.0 * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform sampler2D texture;
varying vec4 vColor;
varying mat4 vPosition;
void main() {
gl_FragColor = vColor;
gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
}
</script>
</head>
<body>
<div id="container"></div>
</body>
</html>