--- /dev/null
+<!DOCTYPE html>
+<html lang="en">
+ <head>
+ <title>three.js - webgl</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 {
+ background:#fff;
+ padding:0;
+ margin:0;
+ overflow:hidden;
+ }
+
+ </style>
+ </head>
+
+ <body>
+ <script type="x-shader/x-fragment" id="fragmentShader">
+
+ void main() {
+
+ if ( mod ( gl_FragCoord.x, 4.0001 ) < 1.0 || mod ( gl_FragCoord.y, 4.0001 ) < 1.0 )
+
+ gl_FragColor = vec4( XXX, 1.0 );
+
+ else
+
+ gl_FragColor = vec4( 1.0 );
+
+ }
+
+ </script>
+
+ <script type="x-shader/x-vertex" id="vertexShader">
+
+ void main() {
+
+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
+ gl_Position = projectionMatrix * mvPosition;
+
+ }
+
+ </script>
+
+ <script src="../build/three.js"></script>
+
+ <script>
+
+ var N = 100;
+
+ var container;
+
+ var camera, scene, renderer;
+
+ var geometry, meshes = [];
+
+ var fragmentShader, vertexShader;
+
+ init();
+ setInterval( render, 1000 / 60 );
+
+ function init() {
+
+ container = document.createElement( 'div' );
+ document.body.appendChild( container );
+
+ vertexShader = document.getElementById( "vertexShader" ).textContent;
+ fragmentShader = document.getElementById( "fragmentShader" ).textContent;
+
+ camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
+ camera.position.z = 2000;
+
+ scene = new THREE.Scene();
+ scene.background = new THREE.Color( 0xffffff );
+
+ geometry = new THREE.SphereBufferGeometry( 15, 64, 32 );
+
+ for ( var i = 0; i < N; i ++ ) {
+
+ var material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
+
+ var mesh = new THREE.Mesh( geometry, material );
+
+ mesh.position.x = ( 0.5 - Math.random() ) * 1000;
+ mesh.position.y = ( 0.5 - Math.random() ) * 1000;
+ mesh.position.z = ( 0.5 - Math.random() ) * 1000;
+
+ scene.add( mesh );
+
+ meshes.push( mesh );
+
+ }
+
+ renderer = new THREE.WebGLRenderer();
+ renderer.setPixelRatio( window.devicePixelRatio );
+ renderer.setSize( window.innerWidth, window.innerHeight );
+ container.appendChild( renderer.domElement );
+
+ }
+
+ //
+
+ function generateFragmentShader() {
+
+ return fragmentShader.replace( "XXX", Math.random() + "," + Math.random() + "," + Math.random() );
+
+ }
+
+ //
+
+ function animate() {
+
+ requestAnimationFrame( animate );
+
+ render();
+
+ }
+
+ function render() {
+
+ for ( var i = 0; i < N; i ++ ) {
+
+ var mesh = meshes[ i ];
+ mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );
+
+ }
+
+ renderer.render( scene, camera );
+
+ console.log( "before", renderer.info.programs.length );
+
+ for ( var i = 0; i < N; i ++ ) {
+
+ var mesh = meshes[ i ];
+ mesh.material.dispose();
+
+ }
+
+ console.log( "after", renderer.info.programs.length );
+
+ }
+
+ </script>
+
+ </body>
+</html>