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three.js/examples/webgl_custom_attributes_particles.html
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<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - custom attributes [particles]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
background-color: rgba( 0, 0, 0, 0.75 );
position: relative;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
width:33em;
margin:0 auto -2em;
}
a { color: #ff0000 }
</style>
</head>
<body>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - custom attributes example - particles</div>
<div id="container"></div>
<script src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
attribute float size;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
//gl_PointSize = size;
gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform sampler2D texture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( color * vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var renderer, scene, camera, stats;
var sphere, uniforms, attributes;
var noise = [];
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
attributes = {
size: { type: 'f', value: [] },
customColor: { type: 'c', value: [] }
};
uniforms = {
amplitude: { type: "f", value: 1.0 },
color: { type: "c", value: new THREE.Color( 0xffffff ) },
texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/sprites/spark1.png" ) },
};
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true
});
var radius = 200;
var geometry = new THREE.Geometry();
for ( var i = 0; i < 100000; i++ ) {
vector = new THREE.Vector3( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.multiplyScalar( radius );
geometry.vertices.push( new THREE.Vertex( vector ) );
}
sphere = new THREE.ParticleSystem( geometry, shaderMaterial );
sphere.dynamic = true;
//sphere.sortParticles = true;
var vertices = sphere.geometry.vertices;
var values_size = attributes.size.value;
var values_color = attributes.customColor.value;
for( var v = 0; v < vertices.length; v++ ) {
values_size[ v ] = 10;
values_color[ v ] = new THREE.Color( 0xffaa00 );
if ( vertices[ v ].position.x < 0 )
values_color[ v ].setHSV( 0.5 + 0.1 * ( v / vertices.length ), 0.7, 0.9 );
else
values_color[ v ].setHSV( 0.0 + 0.1 * ( v / vertices.length ), 0.9, 0.9 );
}
scene.add( sphere );
renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
renderer.setSize( WIDTH, HEIGHT );
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var time = Date.now() * 0.005;
sphere.rotation.z = 0.01 * time;
for( var i = 0; i < attributes.size.value.length; i++ ) {
attributes.size.value[ i ] = 14 + 13 * Math.sin( 0.1 * i + time );
}
attributes.size.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>