WebGL OpenGL GLSL Shader Tests
How do I make an webgl opengl glsl shader tests?
Simple rpg gradient shader reacting to viewport size. What is a webgl opengl glsl shader tests? How do you make a webgl opengl glsl shader tests? This script and codes were developed by Michaela on 27 July 2022, Wednesday.
WebGL OpenGL GLSL Shader Tests - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>WebGL OpenGL GLSL Shader Tests</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css"> <style> /* NOTE: The styles were added inline because Prefixfree needs access to your styles and they must be inlined if they are on local disk! */ html,
body { overflow: hidden; width: 100%; height: 100%;
} </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
</head>
<body> <script id="fragShader" type="shader-code"> uniform vec2 resolution; void main() { vec2 pos = gl_FragCoord.xy / resolution.xy; gl_FragColor = vec4(0.75,pos.x,pos.y,1.0); }
</script> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
WebGL OpenGL GLSL Shader Tests - Script Codes CSS Codes
html,
body { overflow: hidden; width: 100%; height: 100%;
}
WebGL OpenGL GLSL Shader Tests - Script Codes JS Codes
var scene, camera, renderer;
var geometry, material, mesh;
var uniforms = {};
function setup () { scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement );
}
function createObject () { var fragShaderCode; fragShaderCode = document.getElementById( 'fragShader' ).innerHTML; uniforms.resolution = { type:'v2',value:new THREE.Vector2( window.innerWidth,window.innerHeight ) }; geometry = new THREE.BoxGeometry( 1, 1, 1 ); material = new THREE.ShaderMaterial( { uniforms:uniforms, fragmentShader: fragShaderCode } ); mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); mesh.position.z = -3;
}
function render() { mesh.rotation.x += 0.0025; mesh.rotation.y += 0.0025; mesh.rotation.z += 0.0025; requestAnimationFrame( render ); renderer.render( scene, camera );
}
function onWindowResize () { uniforms.resolution.value.x = window.innerWidth; uniforms.resolution.value.y = window.innerHeight; camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.clear(); renderer.setSize( window.innerWidth, window.innerHeight );
}
setup();
createObject();
render();
window.addEventListener( 'resize', onWindowResize );
onWindowResize();

Developer | Michaela |
Username | Fischaela |
Uploaded | July 27, 2022 |
Rating | 3 |
Size | 2,586 Kb |
Views | 78,897 |
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