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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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75 lines
2.1 KiB
75 lines
2.1 KiB
( function () { |
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class ParallaxBarrierEffect { |
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constructor( renderer ) { |
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const _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); |
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const _scene = new THREE.Scene(); |
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const _stereo = new THREE.StereoCamera(); |
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const _params = { |
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minFilter: THREE.LinearFilter, |
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magFilter: THREE.NearestFilter, |
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format: THREE.RGBAFormat |
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}; |
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const _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params ); |
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const _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params ); |
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const _material = new THREE.ShaderMaterial( { |
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uniforms: { |
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'mapLeft': { |
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value: _renderTargetL.texture |
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}, |
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'mapRight': { |
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value: _renderTargetR.texture |
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} |
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}, |
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vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = vec2( uv.x, uv.y );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), |
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fragmentShader: [ 'uniform sampler2D mapLeft;', 'uniform sampler2D mapRight;', 'varying vec2 vUv;', 'void main() {', ' vec2 uv = vUv;', ' if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {', ' gl_FragColor = texture2D( mapLeft, uv );', ' } else {', ' gl_FragColor = texture2D( mapRight, uv );', ' }', '}' ].join( '\n' ) |
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} ); |
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const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material ); |
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_scene.add( mesh ); |
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this.setSize = function ( width, height ) { |
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renderer.setSize( width, height ); |
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const pixelRatio = renderer.getPixelRatio(); |
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_renderTargetL.setSize( width * pixelRatio, height * pixelRatio ); |
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_renderTargetR.setSize( width * pixelRatio, height * pixelRatio ); |
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}; |
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this.render = function ( scene, camera ) { |
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scene.updateMatrixWorld(); |
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if ( camera.parent === null ) camera.updateMatrixWorld(); |
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_stereo.update( camera ); |
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renderer.setRenderTarget( _renderTargetL ); |
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renderer.clear(); |
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renderer.render( scene, _stereo.cameraL ); |
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renderer.setRenderTarget( _renderTargetR ); |
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renderer.clear(); |
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renderer.render( scene, _stereo.cameraR ); |
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renderer.setRenderTarget( null ); |
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renderer.render( _scene, _camera ); |
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}; |
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} |
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} |
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THREE.ParallaxBarrierEffect = ParallaxBarrierEffect; |
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} )();
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