4 <title>three.js - webgl</title>
6 <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
19 <script type="x-shader/x-fragment" id="fragmentShader">
23 if ( mod ( gl_FragCoord.x, 4.0001 ) < 1.0 || mod ( gl_FragCoord.y, 4.0001 ) < 1.0 )
25 gl_FragColor = vec4( XXX, 1.0 );
29 gl_FragColor = vec4( 1.0 );
35 <script type="x-shader/x-vertex" id="vertexShader">
39 vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
40 gl_Position = projectionMatrix * mvPosition;
46 <script src="../build/three.js"></script>
54 var camera, scene, renderer;
56 var geometry, meshes = [];
58 var fragmentShader, vertexShader;
61 setInterval( render, 1000 / 60 );
65 container = document.createElement( 'div' );
66 document.body.appendChild( container );
68 vertexShader = document.getElementById( "vertexShader" ).textContent;
69 fragmentShader = document.getElementById( "fragmentShader" ).textContent;
71 camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
72 camera.position.z = 2000;
74 scene = new THREE.Scene();
75 scene.background = new THREE.Color( 0xffffff );
77 geometry = new THREE.SphereBufferGeometry( 15, 64, 32 );
79 for ( var i = 0; i < N; i ++ ) {
81 var material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
83 var mesh = new THREE.Mesh( geometry, material );
85 mesh.position.x = ( 0.5 - Math.random() ) * 1000;
86 mesh.position.y = ( 0.5 - Math.random() ) * 1000;
87 mesh.position.z = ( 0.5 - Math.random() ) * 1000;
95 renderer = new THREE.WebGLRenderer();
96 renderer.setPixelRatio( window.devicePixelRatio );
97 renderer.setSize( window.innerWidth, window.innerHeight );
98 container.appendChild( renderer.domElement );
104 function generateFragmentShader() {
106 return fragmentShader.replace( "XXX", Math.random() + "," + Math.random() + "," + Math.random() );
114 requestAnimationFrame( animate );
122 for ( var i = 0; i < N; i ++ ) {
124 var mesh = meshes[ i ];
125 mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
129 renderer.render( scene, camera );
131 console.log( "before", renderer.info.programs.length );
133 for ( var i = 0; i < N; i ++ ) {
135 var mesh = meshes[ i ];
136 mesh.material.dispose();
140 console.log( "after", renderer.info.programs.length );