const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", event => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
gu.resolution.set(innerWidth, innerHeight);
});
const gu = {
time: {value: 0},
resolution: {value: new THREE.Vector2(innerWidth, innerHeight)}
}
const light = new THREE.DirectionalLight(0xffffff, 0.8);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.2));
const ico = new THREE.Mesh(new THREE.IcosahedronGeometry(3, 0), new THREE.MeshLambertMaterial({color: 0xff4488}));
scene.add(ico);
// <background stuff>
const backScene = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), new THREE.MeshBasicMaterial({
color: 0x004488,
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.uniforms.resolution = gu.resolution;
shader.vertexShader = `
varying vec2 vUv;
` + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
`#include <uv_vertex>`,
`vUv = uv;`
);
shader.fragmentShader = `
${noise}
uniform float time;
uniform vec2 resolution;
varying vec2 vUv;
` + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`
vec2 tUv = vUv * 5.0;
tUv.x *= resolution.x / resolution.y;
float t = time * 0.5;
tUv -= vec2(t * 0.25, t);
float n1 = snoise(vec3(tUv, time * 0.125));
n1 = (n1 + 1.0) * 0.5;
float n2 = snoise(vec3(n1 * 10., 1, 1));
n2 = sin(((n2 + 1.0) * 0.5) * 3.1415926 * 2.);
float effect = smoothstep(0.1, 0.125, n1) * (1. - smoothstep(0.375, 0.4, n2));
float coef = sin(n2 * 3.141526 * 0.5) * 0.125;
float e = effect - abs(coef);
e = n1 > 0.25 && n1 < 0.75? e * e : pow(e, 16.);
vec4 diffuseColor = vec4(diffuse * e, opacity);
`
);
}
}));
const backCamera = new THREE.Camera();
const backRT = new THREE.WebGLRenderTarget(innerWidth, innerHeight);
scene.background = backRT.texture; // setting it to background
// </background stuff>
const clock = new THREE.Clock();
renderer.setAnimationLoop( _ => {
const t = clock.getElapsedTime();
gu.time.value = t;
ico.rotation.x = t * 0.31;
ico.rotation.y = t * 0.27;
renderer.setRenderTarget(backRT); // assigning render target
renderer.render(backScene, backCamera); // rendering the background
renderer.setRenderTarget(null); // removing render target, now rendering to default buffer
renderer.render(scene, camera); // rendering the scene again
renderer.render(scene, camera);
})
body{
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script>
var noise = `
//
/*
Truncated for brevity...
*/
`;
</script>